This lumbering purple tortoise hides in the depths of caves and comes out only during the night.
As a summoned, template, creature, this creature has several changes. Anything noted with [] is what it gains from the template associated with the summoners’ alignment. Divine is always listed first, and Unholy afterwards.
Fell Tortoise (CR 9)
XP 6,400
N Large Divine / Unholy Magical Beast (Reptilian, [holy/shadow])
Init -1; Senses Darkvision 60 ft. [-/darkvision 120 ft. and see in darkness], low-light vision, scent; Perception +16
[Aura Sacred Aura/Profane Aura]
DEFENSE
AC 26, touch 8, flat-footed 26 (-1 dex, +18 natural, -1 size)
hp 105 (10d10+50)
Fort +12, Ref +7, Will +3
DR 5/-
[Defensive Abilities Dark Energy Resistance/Holy Energy Resistance]
Resist Earth 15, Shadow 5, [holy 15/shadow 15]
Weakness Ice, [shadow/holy]
OFFENSE
Speed 30 ft. [40ft]
Melee Bite +18 (2d6+12 [+1d10 holy/shadow])
Space 10 ft.; Reach 10 ft.
Special Attacks Breath Weapon (1d4+1 rounds, 40-ft. cone, DC 20, 6d6 earth damage)
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
SQ Shell
SPECIAL ABILITIES
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 When withdrawn he cannot move or attack as long as he remains in this state, a fell tortoise gains a +8 bonus to his Armor Class and a +4 bonus on Reflex saves.
Divine – Sacred Aura (Su)
A divine creature emits supernatural light in a 10-foot radius around it. All those within the area of effect take 2d6 holy damage. A divine creature can suppress or resume the use of this ability as a free action.
Divine – Dark Energy Resistance (Su)
When a divine creature is struck by an attack using shadow energy, energy drain, ability damage or drain, or hit point damage such as that from an inflict spell, the divine creature may make a level check (1d20 + 10) against a DC equal to 11 + the attacking creature’s total Hit Dice. If the level check succeeds, the dark energy attack is canceled out in a bright flash. If the dark energy attack was dealt by a melee or melee touch attack, the creature that delivered it takes 2d6 points of holy damage.
Unholy – Profane Aura (Su)
An unholy creature emits supernatural darkness in a 10-foot radius around it. All those within the area of effect take 2d6 shadow damage. An unholy creature can suppress or resume the use of this ability as a free action.
Unholy – Holy Energy Resistance (Su)
When an unholy creature is struck by an attack using holy energy or cure spells, the unholy creature may make a level check (1d20 + 10) against a DC equal to 11 + the attacking creature’s total Hit Dice. If the level check succeeds, the holy energy attack is canceled out in a bright flash. If the holy energy attack was dealt by a melee or melee touch attack, the creature that delivered it takes 2d6 points of shadow damage.