Warturtle (CR 4)

Large Magical Beast (Aquatic)
Alignment: Always neutral
Initiative: -2 (Dex); Senses: darkvision 60 ft. and Listen +5 ,Spot +5


AC: 17 (-1 size, -2 Dex, +10 natural), touch 7, flat-footed 17
Hit Dice: 6d10+18 (51 hp); DR: 5/bludgeoning
Fort +8, Ref +3, Will +3
Speed: 20 ft., swim 60 ft.
Space: 10 ft./10 ft.
Base Attack +6; Grapple +15
Attack: Bite +10 melee
Full Attack: Bite +10 melee and 2 claws +5 melee
Damage: Bite 1d8+5, Claws 1d6+2
Special Attacks/Actions: Ravenous charge, spiked plates
Abilities: Str 20, Dex 7, Con 16, Int 5, Wis 12, Cha 9
Special Qualities: Amphibious, riders
Feats: Endurance; Improved Bull Rush; Improved Overrun
Skills: Listen +5 ,Spot +5 and Swim +14
Advancement: 7-12 HD (Large), 13-18 (Huge)
Climate/Terrain: Warm aquatic
Organization: Solitary or war party (2-5 with riders)
Treasure/Possessions: -

Source: Dragon #343

Ravenous Charge (Ex): As a part of a charge attack, the warturtle can attempt to power its way forward through enemy lines in a special rush attack. The warturtle moves forward up to 30 feet (60 feet if swimming) and applies the effects of Improved Bull Rush to whomever it comes into contact with first. If the bull rush is successful, the warturtle continues to move forward, pushing the target back 5 feet for every 5 points by which its check result was greater than the defender's. If both the warturtle and the defender are swimming, the warturtle can choose to move up to its full movement regardless of the result. If the warturtle moves through any squares occupied by other creatures (allies or opponents) after the initial bull rush, apply an overrun check. The charge ends if a defender manages to beat the warturtle in either a bull rush or overrun check, the warturtle's rider tells it to stop, it hits a creature of Gargantuan size or larger, it encounters an impassable object or area of terrain, or it moves its full distance. When in the water, any non-aquatic creature suffers a -2 penalty on its checks while the warturtle gains a +2 bonus, which stacks with all other specific bonuses that apply to both overrun and bull rush.

Spiked Plates (Ex): Anyone struck by a charging warturtle's melee attack, bull rush, or overrun attempt takes 1d6 points of damage from the numerous spikes and sharp ridges of the shell in addition to any damage caused by the attack. Anyone attempting to bull rush, overrun, or grapple a warturtle takes 2d6 points of damage from these spikes.

Amphibious (Ex): Although warturtles are aquatic, they can survive indefinitely on land.

Riders (Ex): While wearing an exotic saddle, a Large warturtle may carry upon its back one Medium or smaller humanoid creature, usually its owner or trainer; with no penalty. Riders take no damage from the turtle's spiked plates.

Skills: A warturtle has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it moves in a straight line.

Often striking from the darkness of the deep sea, warturtles frequently open combat with a powerful charge attack that forces an opponent away from her comrades. Thereafter the warturtle and its rider (if any) attempt to kill or subdue the unfortunate solitary victim before turning around and re-engaging the remaining party members.

Aquatic Subtype

Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.