This creature resembles the normal large turtle, but has a shell as hard as steel. The shell is dotted with spines that can shoot out like pointy rockets when the turtle is threatened. Their strong jaws are also reinforced with metal, making them a walking tank.
Steel Turtle[edit]
Steel Turtle Level 10 Soldier
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Large Natural Beast XP 500
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Initiative +7
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Senses Perception +5, low-light vision
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HP 106; Bloodied 53
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AC 26; Fortitude 26, Reflex 20, Will 22
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Speed 4 squares
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Traits
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Overheat
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Effect: When the steel turtle takes fire damage, it takes a -2 penalty to all defenses until the end of its next turn.
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Standard Actions
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Steel Chomp ♦ standard; at-will
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Attack: +15 vs. AC
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Hit: 1d8+4 damage
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Body Slam ♦ standard; at-will
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Hit: 1d8+4 damage, and target is knocked prone.
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Effect: +15 vs. Fortitude
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Metallic Spines ♦ standard; recharge
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Attack: Close burst 3; +15 vs Reflex (critical hit on 18-20)
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Hit: 2d6+6 damage
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Effect: If the target is bloodied by this attack it receives another 1d6+1 damage.
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Triggered Actions
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Heavy Shell ♦ immediate interrupt; at-will
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Trigger: The steel turtle is pulled or slid
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Effect: The squares the steel turtle forced to move are reduced by 1.
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Minor Actions
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Shifting Metal ♦ minor; recharge
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Effect: The steel turtle gains regeneration 5 until the end of the encounter or until its uses its metallic spines.
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Skills —
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Str 20 (+10)
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Dex 4 (+2)
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Wis 14 (+7)
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Con 22 (+11)
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Int 6 (+3)
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Cha 14 (+7)
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Alignment Unaligned
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Languages —
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Equipment —
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Steel Turtle Tactics[edit]
A steel turtle attempts to be the first to fight and uses slam to knock foes prone and leave them for lesser creatures to deal with.
Steel Turtle Lore[edit]
A character knows the following information with a successful Nature check:
DC 15: The turtle's diet consists of a variety of minerals to bolster its shell. Its shell is thus worth a decent market price.
Encounter Groups[edit]
Steel turtles usually convene in their own group, shunning outsiders.
- Level 10 Encounter (XP 2,500)
- 2 steel turtles (level 10 soldier)
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