# Warturtle >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >bite: 1d8 (×2) > >claws: 1d6 (×2) > >Melee/Ranged: +10/+3 > >Secondary: +5/-2 > >Multiattack: +8/+1 > >M/R_PA: +10/+3 > >2nd/PA: +5/-2 > >MA_PA: +8/+1 > >Itterative: 2 > > xDmg:: Str: +5; Str2: +7; StrOH: +2; StrPA: +5; StrPA2H: +7; StrPAOH: +2 > > xDCs:: Str: 18; Dex: 11; Con: 16; Int: 10; Wis: 14; Cha: 12 > > xFeat:: 3/3 (0) > > > > > > xLang:: 0/0 (0) <div class="grid-container"><div class="MON">Warturtle</div> <div class="CR">CR 4 (1,200 XP)</div> <div class="SOU">Dragon #343</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> N Large Magical Beast (aquatic) **Init** -2 **Senses** darkvision 60 ft.; **Perception** +1 #### defense **AC** 17, 7 touch, 19 flat-footed (-2 Dex, +10 natural, -1 size) **hp** 48 (6d10+18) **Fort** +8, **Refl** +3, **Will** +3 **Feint** 17, **Demoralize** 17 **DR** 5/bludgeoning #### offense **Speed** 20 ft., swim 60 ft. **Melee** bite +10 (1d8+5), 2 claws +10 (1d6+5) **Space** 10 ft., **Reach** 10 ft. **Special Attacks** ravenous charge, riders, spiked plates #### statistics **Str** 20, **Dex** 7, **Con** 16, **Int** 5, **Wis** 12, **Cha** 9 **BAB** +6, **CMB** +12, **CMD** 20, **TA** +10, **RTA** +3 **Feats** [[Endurance]], [[Improved Bull Rush]], [[Improved Overrun]] **Skills** Perception +1, Swim +22 **Languages** #### special abilities ### Ravenous Charge (Ex) As a part of a charge attack, the warturtle can attempt to power its way forward through enemy lines in a special rush attack. The warturtle moves forward up to 30 feet (60 feet if swimming) and applies the effects of Improved Bull Rush to whomever it comes into contact with first. If the bull rush is successful, the warturtle continues to move forward, pushing the target back 5 feet for every 5 points by which its check result was greater than the defender's. If both the warturtle and the defender are swimming, the warturtle can choose to move up to its full movement regardless of the result. If the warturtle moves through any squares occupied by other creatures (allies or opponents) after the initial bull rush, apply an overrun check. The charge ends if a defender manages to beat the warturtle in either a bull rush or overrun check, the warturtle's rider tells it to stop, it hits a creature of Gargantuan size or larger, it encounters an impassable object or area of terrain, or it moves its full distance. When in the water, any non-aquatic creature suffers a -2 penalty on its checks while the warturtle gains a +2 bonus, which stacks with all other specific bonuses that apply to both overrun and bull rush. ### Riders (Ex) While wearing an exotic saddle, a Large warturtle may carry upon its back one Medium or smaller humanoid creature, usually its owner or trainer; with no penalty. Riders take no damage from the turtle's spiked plates. ### Spiked Plates (Ex) Anyone struck by a charging warturtle's melee attack, bull rush, or overrun attempt takes 1d6 points of damage from the numerous spikes and sharp ridges of the shell in addition to any damage caused by the attack. Anyone attempting to bull rush, overrun, or grapple a warturtle takes 2d6 points of damage from these spikes.