Turtle Duck
Hybrid Animal
Type: Tiny Hybrid Animal
Hit Dice: 1D8+3 (7HP)
Initiative: +3
Movement: 15 ft (3 squares), Swim 20 ft (4 Squares)
Armor Class: 17 (+1 Small, +6 Natural) (AC 25 When Hiding In It’s Shell)
Touch AC: 11
Flat-Footed AC: 17
Base Attack/Grapple: +0/-3
Base Attack: Bite +2 Melee (1D4+1 Damage)
Full Attack: 2 Bites +2 Melee (1D4+1 Damage)
Space/Reach: 1 Foot/0 Feet
Special Qualities: Hide in Shell
Saving Throws: Fort +5, Ref +0, Will +3
Abilities: Str 10, Dex 12, Con 16, Int 1, Wis 12, Cha 4
Skills: Listen +1, Spot +1, Swim +5
Feats: Alertness
Environment: Temperate Zones
Organization: Solitary (1), Pair (2), or Group (2D12)
Challenge Rating: 1/3
Treasure: None
Alignment: Always Neutral
Turtle Ducks
were created by Galathrax. One was specially commissioned for a former student
that wanted a familiar they could use on ship. The specific request was for a
familiar that would be able to protect itself better than most other familiars.
After some research, the Turtle Duck was created. Galathrax accidentally
created several of these creatures, and sold them as pets, and as familiars.
They have since become very popular due to their appearance, as well as the
delicious eggs that they can produce.
Turtle Ducks do
have wings, but they are tucked inside their shells. They are a favorite
familiar of magic-users that are anywhere near water most of the time.
Hide in Shell (Ex): A turtle making a total defense action
gets a +8 competence bonus to its armor class instead of the typical +4 dodge
bonus.
Strategies
& Tactics: Turtle
Ducks generally hide in their shells and wait, or dive deep underwater and wait
out their predator.
Ecology: Turtle Ducks can be found anywhere there
is relatively warm weather, and lots of water for them to swim in.
Turtle
Ducks As Familiars: A Turtle Duck may be selected as a familiar. It grants its
master a +3 bonus on swim checks.
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