Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
Variant giant snapping turtle
Ability
Capsize
(attack, move) The turtle tries to capsize an adjacent aquatic vessel of its size or smaller. The turtle must succeed at a DC 43 Athletics check (reduced by 5 for each size smaller the vessel is than the turtle) or the pilot's Sailing Lore DC, whichever is higher.
Ability
Deep Breath
The mammoth turtle can hold its breath for 4 hours.
Ability
Fling
Circumstance: The turtle has a creature grabbed in its jaws;
The turtle flings the creature into the air from its mouth, sending it up to 10 feet up and 20 feet away. The creature falls 25 feet (assuming the turtle flings it as high as it can) and takes the appropriate amount of bludgeoning damage from the fall.
Ability
Shell Defense
The giant snapping turtle retracts its limbs and head into its shell and ends its turn. This increases its AC to 38, but it can't act except to reemerge, which it can do as a single action.
Ability
Swallow Whole
Large, 3d12+10 bludgeoning, Rupture 38
Offense
Melee
Circumstance: combat round (melee)
jaws +29 [+24/+19], Damage 3d12+14 piercing plus Improved Grab
Trait
Animal
An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence ability modifier over -4, can't speak languages, and can't be trained in Intelligence-based skills.
Perception
low-light vision
scent (imprecise) 30 feet