Sea Turtle (from Creatures of Freeport)Small Animal
Speed: 5 feet, swim 10 feet
Armor Class: 15 (+1 size, -2 Dexterity, +6 natural); touch 9, flat-footed 15
Attack: Bite +1 melee (1d4, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +1 melee (1d4, bludgeoning, piercing, and slashing, 20 x2)Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: None
Special Qualities: Damage reduction 1/bludgeoning, low-light vision, retract
Saves: Fortitude +4, Reflex +9, Will +5
Abilities: Str 10, Int 2, Wis 12, Dex +, Con 15, Cha 6
Skills: Listen +2, Spot +3, Swim +10Feats: Great Fortitude
Environment: Warm aquatic
Challenge Rating: ½
Alignment: Always neutral
A sea turtle will avoid conflict whenever possible, relying on its thick shell for protection. However, its beaked jaws can deliver a powerful bite if it is given no choice but to defend itself.
Sea Turtle as Familiars
Sea turtles can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with sea turtle familiars gain a +3 bonus to all Navigation checks made at sea. Arcane casters from aquatic races also gain the ability to move on land at a speed of 5 feet (oif they cannot already move on land) and the ability to survive out of water for 3 hours longer than normal for their race.
Sea Turtles as Animal Companions
Sea turtles are sometimes domesticated by members of aquatic races. They are normally raised from hatchlings and trained to carry burdens or perform other simple tasks. A 1st-level druid, 3rd-level outdoorsman, or 1st-level ranger may take a sea turtle as an animal companion.
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