Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Constrict
4d12+7 bludgeoning, DC 41
Ability
Environmental Balance
Circumstance: Trigger: The spirit turtle begins their turn;
The spirit turtle harnesses their connection with the world around them to augment their attacks. They choose acid, cold, electricity, or fire. The energy damage dealt by their Strikes and Unbalancing Stomp changes to the selected energy type.
Ability
Pacifying Aura
(emotion, enchantment, primal) 100 feet. A spirit turtle exudes a constant feeling of calm. Creatures within the aura are subjected to a 10th-level calm emotions spell (DC 44 Will save). The effects persist up to 1 hour, even if the creature leaves the aura. Regardless of the result of the saving throw, the creature is temporarily immune for 1 hour.
Ability
Primal Innate Spells
DC 44; 10th primal phenomenon, revival; 9th field of life (×2); 8th moment of renewal (×2); 7th plane shift (self only), regenerate (×2); 6th restoration (×2); 5th breath of life (×3); 4th heal (at will), vital beacon (at will); Constant (10th) tongues
Ability
Unbalancing Stomp
The spirit turtle makes a foot Strike. Whether or not the Strike hits, the stomp creates a shockwave on the ground in a 15-foot burst centered on the target. All creatures in the area other than the spirit turtle take 10d10 bludgeoning and 4d8 energy damage and are knocked prone (DC 41 basic Reflex save). Creatures that critically succeed at their Reflex save are not knocked prone. The spirit turtle can't use Unbalancing Stomp again for 1d4 rounds.
Offense
Melee
Circumstance: combat round (melee)
jaws +37 [+32/+27] (magical, reach 20 feet), Damage 4d12+14 piercing plus 2d6 energy and Improved Grab
Trait
Fey
Creatures of the First World are called the fey.
Language
Common
Sylvan
tongues
Resistance
fire 20
physical 15
Weakness
cold iron 20