A savage turtle with a metallic gray shell and a long rigid beak. His eyes and carapace crackle with a dim energy and his large hollow mouth seeps thick gray smoke.
Adamantoise (CR 13)
N Huge Magical Beast (Reptilian)
Init +0; Senses Darkvision 60 ft., low-light vision, scent; Perception +25
AC 32, touch 8, flat-footed 32 (+24 natural, -2 size)
hp 252 (18d10+126)
Fort +18, Ref +11, Will +7
DR 10/adamantine; Immune Earth; Resist Water 10
Speed 40 ft.
Melee 2 Bites +28 (3d6+11)
Space 15 ft.; Reach 15 ft.
Special Abilities Turtle Shell
Special Attacks Breath Weapon (1d4+1 rounds, 60-ft. cone, DC 26, 10d6 non-elemental damage), Earthquake
Str 32, Dex 10, Con 24, Int 2, Wis 12, Cha 6
Base Atk +18; CMB +30 (+32 vs. bull rush); CMD 40 (42 vs. bull rush; 44 vs. trip)
Feats Awesome Blow, Awesome Charge, Cleave, Great Cleave, Improved Bull Rush, Improved Vital Strike, Power Attack, Vital Strike, Weapon Focus (bite)
Skills Acrobatics +23, Climb +33, Perception +25, Survival +23
SQ Adamantine Strike
Adamantine Strike (Ex)
An adamantoise’s bite attack is treated as an adamantine weapon for the purposes of damage reduction.
As a full-round action, the adamantoise can leap into the air and crash to the ground, shaking the earth with his bulk; all creatures standing on the ground within 30 feet must make a Fortitude save (DC 26) or be stunned for 1d4 rounds.
Turtle Shell (Su)
2/day, when the adamantoise’s HPs is under 50% (107 health), he may activate this ability to increase his defense and heal up at the cost of inactivity. The adamantoise receives Fast Healing 10, DR 15/-, +10 Armor Bonus, and all Elemental Resist 15 for up to 5 rounds but cannot perform any other actions. Blue mages may learn this ability as a 6th level spell (Knowledge: Arcana DC 27).