Dire Snapping Turtle (3.5e Creature)

This massive reptile has an enormous head and a large, wickedly hooked beak. Its shell has rows of large spiked plates along the top and sharp spines on the edges. Large, thick scales cover its hide.

Dire Snapping Turtle
Size/Type: Large Animal
Hit Dice: 10d8+40 (85 hp)
Initiative: -2
Speed: 20 ft, swim 30 ft
Armor Class: 21 (-1 size, -2 dex, +14 natural), touch 7, flat-footed 21
Base Attack/Grapple: +7/+17
Attack: Bite +12 melee (2d8+6)
Full Attack: Bite +12 melee (2d8+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved Grab, Rake 2d8+6
Special Qualities: Hold Breath, Low-light Vision
Saves: Fort +11, Ref +8, Will +4
Abilities: Str 22, Dex 7, Con 18, Int 2, Wis 13, Cha 10
Skills: Hide +4*, Spot +6, Listen +6, Swim +14
Feats: Alertness, Endurance, Great Fortitude, Skill Focus (Hide)
Environment: Temperate to warm aquatic
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Large)
Level Adjustment:
A dire snapping turtle

These massive turtles are aggressive, stubborn, and tough. They are omnivorous, and will attempt to eat anything they think is edible. When attacking prey, they typically strike from below, and then drag the prey underneath the water. They are typically ambush predators but are known to hunt as well.

Combat

Dire snapping turtles attack any creature that they perceive as food, which is about anything smaller then them. They typically lie submerged in water and ambush prey from below. Once the prey is secure in their jaws, they will tear it apart with their claws. Their neck is considerably longer then what it would appear, giving them a further reach with their bite. Unlike other turtles, the dire snapping turtle cannot withdraw into its shell.

Hold Breath (Ex): A dire snapping turtle can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.

Improved Grab (Ex): To use this ability, a dire snapping turtle must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Rake (Ex): Attack bonus +12, damage 2d8+6

Skills: A dire snapping turtle has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

*A dire snapping turtle gains a +4 racial bonus on Hide checks when in the water. Further, a dire snapping turtle can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.



Back to Main Page 3.5e Homebrew Creatures CR 5

gollark: Interesting fact: there is a dedicated PotatOS backup bunker in case of all life on the surface of the overworld being wiped out. It's a solid sphere of bedrock buried in some location somewhere with storage, dedicated melon machines, a trilaterator, and a copy of the potatOS DSK.
gollark: Yep!
gollark: After the Guardian Incident potatOS does not have EZCopy™ enabled on SC, even though that was caused by a bizarre CC race condition or something.
gollark: That's the official line, anyway, yes.
gollark: Good luck.
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