Staff, artifact (requires attunement by a person who likes turtles)

A spiraling ancient pine staff with paintings of turtles and waves adorned with a fossilized turtle shell that glows with slow‑moving runes.

 

Properties

  • World‑Shell Ward. You gain a +3 bonus to AC. This stacks with natural armor, shields, and spells.

  • Ancient Patience. You can live forever and old age dosen't effect you

  • Wave Shield. As an action, you can summon a 30‑foot-radius dome of shimmering water centered on yourself.

    • Blocks all ranged attacks

    • Lasts 1 minute

    • Usable 3 times per long rest

 

Shell of the Primordial Turtle (1/day)

You transform into a Gargantuan celestial turtle for 10 minutes.

Gargantuan Celestial Turtle  

Gargantuan celestial, neutral good

Armor Class: 22 (natural armor) Hit Points: 200 Speed: 20 ft., swim 60 ft.

 

STR 26 (+8)

DEX 8 (–1)

CON 24 (+7)

INT 6 (–2)

WIS 18 (+4)

CHA 14 (+2)

 

Saving Throws: Con +13, Wis +10

Damage Resistances: radiant; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities: charmed, frightened

Senses: darkvision 120 ft., passive Perception 26

Languages: understands your languages but cannot speak

 

Traits

Magic Shell

You gain advantage on AOE attack saves and have partial cover at all times from your shell

Radiant Wake

When you move at least 10 feet, you leave behind a glowing trail of celestial water. 

Siege Monster

The turtle deals double damage to objects and structures.

 

Actions

Bite

Melee Weapon Attack: +14 to hit, reach 15 ft., one target Hit: 28 (4d10 + 8) piercing damage

Shell Slam (Recharge 5–6)

You slam your massive shell into the ground or a creature.

  • All creatures within 60 ft. must make a DC 21 Strength save

    • Fail: 36 (8d8) bludgeoning damage and knocked prone

    • Success: Half damage, not prone

Radiant Beam (Recharge 4–6)

You fire a beam of concentrated celestial light from your mouth.

  • 120‑ft line, 10 ft. wide

  • Creatures must make a DC 18 Dexterity save

    • Fail: 45 (10d8) radiant damage

    • Success: Half damage

World‑Bearing Stomp (Recharge 6)

You shake the ground with the sheer might of your stomp.

  • All creatures within 120 ft must make a DC 20 Strength save or take 8d10 force damage and be knocked prone.

  • Structures take double damage.

 

Artifact Quirks

When attuned, the wielder gains the following quirks

  • Slow Speech — You speak 20% slower than normal.

  • TURTLES! —  If for some reason turtles are not already your charter's favorite animal they instantly become your favorite animal. You also get a turtle shirt, turtle hoodie, turtle pants, turtle shorts, turtle shoes, a turtle hat and turtle socks. While wearing all of these the turtle set will have the same AC and effects of a armor you choose that your attuned too.

 

Notes: person who likes turtles

Xanthars_guild

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