Bestiary

Online Viewer of Enchanted Realms Monsters

 

    

 Over-Category: Biophage 
 Kingdom: Animal 
Beings that are biophages are those who eat and survive by the consumption of other living and materials or various nutrients that reside in the earth or native terrain.
Animals are nonhumanoid creatures that are a natural part of the fantasy ecology. Some of them have magical powers, but most are unintelligent and lack any society or language. Animals include all varieties of ordinary animals with several subtypes: amphibian, arthropod, avian, mammal, primeval, and reptile. Many animals have zero scores for mind or spirit. Unless otherwise noted, animals of zero quality will automatically fail any preservation save.
The notable group exception is primeval animals. Perhaps one of the most powerful defenses of the dire beasts is their resistance to Mind and Spirit attacks. Any preservation save of involving sleep, charm or fear will automatically save for all members of the primeval sub group.

Spray Tortoise (Reptile)

This fresh-water reptile has six appendages, the middle two more like wings that legs. Looking very much like a water turtle, this relative of the testudinidae has a tough internal chamber towards the rear end of the shell, which can fill with water then be emitted with great pressure, enough to give the turtle left from the water. Once above the surface, the tortoise can stay gliding in air until the end of its third consecutive turn (about 30 seconds) at a movement rate twice its normal swimming speed. However, the tortoise cannot change its general direction save veering within a 30° cone from the initial trajectory.

These are not very big, just barely in the small category. That said, they can fire themselves at an enemy and tuck their heads inside the shell, striking with forceful punch. If striking a target, they will fall to the ground or water surface and move away with whatever movement they have remaining. They aim at the water's edge or more seaward, as submerging and swimming away will prevent a flee-attack reaction.

Body: 6 ( STR:1, AGIL:1, RESIL:2 )
Mind: 4 ( LOGIC:1, PERC:1, JUDG:1 )
Spirit: 4 ( WILL:1, FAITH:1, MUSE:1 )
Movement: 40 feet
Size Category: Small 
Protection Points: 4
Guard Roll Dice: d4 & d4
— ATTACK METHOD —
Attack: Headbutt (melee)
Number of d20s: 2
To-Hit Modifier: +1
Damage Type: blunt
Damage: 3 to 4 pts