World Turtle

Gargantuan celestial, neutral good

Armor Class 20 (natural armor)
Hit Points 570 (20d20+360)
Speed 20 ft., swim 100 ft.

37 (+13) 5 (-3) 46 (+18) 25 (+7) 26 (+8) 20 (+5)

Saving Throws Int +16, Wis +17, Cha +14
Skills Arcana +16, Athletics +22, Insight +26, History +25, Nature +25, Perception +17
Damage Resistances cold, fire, radiant, thunder; bludgeoning, piercing, and slashing
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned
Senses darkvision 600 ft., truesight 300 ft., passive Perception 27
Languages all (tongues), telepathy 600 ft.
Challenge 30 (155,000 XP)


  • Colossal. The World Turtle is immune to critical hits and sneak attack damage.
  • Damage Threshold. The World Turtle ignores the 15 points of damage from attacks, spells, and other effects (calculated after resistances; minimum 0).
  • Divine Acuity. Once on its turn each round, the World Turtle can change the casting time of a spell it is casting from 1 action to 1 bonus action.
  • Environmental Control. Once per minute, the World Turtle can reduce the casting time of mirage arcana from 10 minutes to an action.
  • Epic Concentration. The World Turtle is able to concentrate on up to 2 spells at the same time. If it fails a concentration check while concentrating on more than one spell, it loses both spells. In addition, while it is using one or more concentration spells the World Turtle gains one extra bonus action each turn that can only be used to manipulate those spells.
  • Hard Shell. Attacks targeting the World Turtle’s shell are made with disadvantage.
  • Hold Breath. The World Turtle can hold its breath for 10 days.
  • Innate Spellcasting. The World Turtle’s innate spellcasting ability is Wisdom (spell save DC 25, +17 to hit with spell attacks). The World Turtle can innately cast the following spells, requiring no material components:
  • Legendary Resistance (3/Day). If the World Turtle fails a saving throw, it can choose to succeed instead.
  • Magic Resistance. The World Turtle has advantage on saving throws made against spells and other magical effects.
  • Magic Weapons. The World Turtle’s weapon attacks are magical.
  • Natural Wonder. The World Turtle can perfectly remember anything it has experienced.
  • Ponderous. The World Turtle takes no reactions and is slow to physically act. When the World Turtle makes a melee weapon attack, its attack does not strike until the end of its next turn. If the target of its attack has moved out of the area the World Turtle misses the target but may hit other creatures or objects still in the area.
  • Regeneration. The World Turtle regains 20 hit points at the start of its turn if it has at least 1 hit point.


  • Colossal Flipper. Melee Weapon Attack: +22 to hit, reach 90 ft., multiple targets (90-foot cone centered on one target; roll separately for each creature and object in the area). Hit: 78 (10d12+13) bludgeoning damage and the target makes a DC 30 Strength saving throw or is knocked prone.


Swimming through the dimensions of reality is a creature of incalculable size with a mind beyond the understanding of mortals, a deity known as the World Turtle. There are countless theories of how it chooses where to go next because of the destruction it leaves behind, although fortunately it is a benign entity and only poses a threat when it does not realize that innocent lives are in its path.

Section 15: Copyright Notice

Legendary Adventures © 2020 Mike Myler, published under license by Legendary Games.

This is not the complete section 15 entry - see the full license for this page