This lumbering purple tortoise hides in the depths of caves and comes out only during the night.
Fell Tortoise (CR 8)
XP 4,800
N Large Magical Beast (Reptilian)
Init -1; Senses Darkvision 60 ft., low-light vision, scent; Perception +16
DEFENSE
AC 26, touch 8, flat-footed 26 (-1 dex, +18 natural, -1 size)
hp 105 (10d10+50)
Fort +12, Ref +7, Will +3
Resist Earth 15, Shadow 5
Weakness Ice
OFFENSE
Speed 30 ft.
Melee Bite +18 (2d6+12)
Space 10 ft.; Reach 10 ft.
Special Abilities Magic Shell, Shell
Special Attacks Breath Weapon (1d4+1 rounds, 40-ft. cone, DC 20, 6d6 earth damage), Critical Attack
STATISTICS
Str 26, Dex 8, Con 20, Int 2, Wis 11, Cha 6
Base Atk +10; CMB +18 (+20 vs. bull rush); CMD 27 (29 vs. bull rush; 31 vs. trip)
Feats Awesome Blow, Awesome Charge, Improved Bull Rush, Power Attack, Weapon Focus (bite)
Skills Acrobatics +14, Climb +22, Perception +16, Survival +14
SPECIAL ABILITIES
Critical Attack (Ex)
Once every 1d2 rounds as a standard action, the fell tortoise can inflict more pain than normal. If they succeed at hitting with their bite attack, the damage is 2d6+12 x 1.5 for total damage.
Magic Shell (Su)
As a move action, a fell tortoise can completely withdraw into its shell, leaving him almost completely impervious to attack. When withdrawn he cannot move or attack as long as he remains in this state, a fell tortoise gains an all Elemental Resist 10. This cannot be active during Shell.
Shell (Su)
As a move action, a fell tortoise can completely withdraw into its shell, leaving him almost completely impervious to attack. When withdrawn he cannot move or attack as long as he remains in this state, a fell tortoise gains a +8 bonus to his Armor Class and a +4 bonus on Reflex saves. This cannot be active during Magic Shell