D&D 5E Epic Monsters: World Turtle

This entry in Epic Monsters is the biggest of the big. It’s huge. It can’t be stressed enough how colossal it is. Absolutely massive! The biggest thing that will ever appear in the column—the Earth-carrying World Turtle!

This entry in Epic Monsters is the biggest of the big. It’s huge. It can’t be stressed enough how colossal it is. Absolutely massive! The biggest thing that will ever appear in the column—the Earth-carrying World Turtle!

world turtle DnD 5e BANNER FINAL.jpg


You may know this mind-bendingly enormous aquatic reptile as the Cosmic Turtle, World-Bearing Turtle, Akupāra, Chukwa, Ao, Great Turtle, World Tortoise, or very likely Great A'Tuin (this is after all a British website wut wut). Depending on which particular myth is being considered the World Turtle is either holding up elephants that are holding up the world (collectively known as Mahapadma in this Hindu rendition), amputated by the creator goddess Nüwa to hold up the sky after the Chinese water god Gonggong destabilizes Mount Buzhou and threatens the heavens, or that it’s just going it alone holding up the Earth all by itself and occasionally causing eclipses with its shell (the particulars around that story vary between North American tribes).

Design Notes: This is a tricky request to fill because by the basic standards of the myth there’s just no plausible way for adventurers to meaningfully interact with this creature. It’s of a scale that my tiny little insufficient brain just cannot truly comprehend. What follows is the closest thing I can manage with some suggestions (some of which were submitted by folks on the EN5ider discord! Way to go you guys!): the gods have gotten together and shrunk the World Turtle to only being a few hundred feet across, the players have been increased to be thousands of feet tall themselves (and now their scale matches the World Turtle who is thousands of feet across—thus not requiring any alterations to statistics), or perhaps this is a hatching World Turtle just barely out of its cosmic shell. Of course it could just be a big badass demigod sea turtle that lives in the oceans of your world! Whatever works.

Design-wise the World Turtle needs efficient action economy but giving it additional actions (be they legendary or lair actions) would give it the wrong feeling at the table. It needs to feel more omniscient so instead it’s got extra concentrating to do and extra opportunities to pop off the effects for some of those concentrating spells. Otherwise it can soak up damage like a champ, when it bothers to attack the adventurers are going to crap themselves even if it misses, and—probably my favorite part—it can just constantly surround itself with a rolling sea to swim across. So at the very least it’s going to feel like a proper World Turtle.

With all that out of the way let’s look at the numbers! The DMG comes in low on this one at 28.66 and much to my surprise the Blog of Holding only swung in at 32.83 (given its attack bonuses and hit points I was sure it was destined to go way higher). Together the average is more than a quarter under 31 so it’s going to land at 30.


World Turtle
Gargantuan celestial, neutral good
Armor Class 20 (natural armor)
Hit Points 570 (20d20+360)
Speed 20 ft., swim 100 ft.

STR
DEX
CON
INT
WIS
CHA
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 weapons
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. When the World Turtle takes damage from an attack, spell, or other effect, it ignores the first 15 points of damage (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:
Constant: speak with animals, speak with plants, tongues
At will: call lightning, commune with nature, confusion, control water, detect magic, detect thoughts, druidcraft, mage hand, major image, mirage arcane (water only), move earth
5/day each: awaken, conjure fey, dispel magic, find the path, heal, moonbeam (as a 6th-level spell; 6d10), reincarnate, sunbeam
3/day each: antipathy/sympathy, control weather, geas, plane shift, regenerate
1/day each: foresight, sunburst

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 always knows how long until the next sunset or sunrise and the northerly direction, and it can perfectly remember anything it has experienced within the last decade.

Ponderous. The World Turtle does not receive reactions and it is slow to physically act. Whenever the World Turtle takes the Attack action to make 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.


ACTIONS
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.
 

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Mike Myler

Mike Myler

dave2008

Legend
Things that aren't possible are impossible. ;)
Your links take me to nothing (I don't have a DmD Beyond account). However, the closet I see is this (PHB pg 173):
AbilityScores.JPG

Notice that it says adventures can go as high as 20 and monsters as high as 30. However, note that this is clearly not a hard and fast rule as their are a number of things that can raise and adventurer's score above 20 (magic items, blessings, charms, boons, and class features). I would take the same approach with monsters. Generally, 30 is the max, but exceptions do exist.

EDIT: The DMG (pg 275) also clarifies:
AbilityScores2.JPG

So this also places a hard limit at 30, but for me I would still say the specific out weighs the general as Mike as done here. Also, it is possible for a monster or a PC to have a score lower than 1 (see intellect devourer)
 
Last edited:

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Fenris-77

Small God of the Dozens
Supporter
That's very cool Mike. If anything, it's gargantuan stats could be even more gargantuan! Gargantuaner? Great write up of a difficult monster.
 

Rafael Martin

Adventurer
Mike, in D&D I believe there are stats above 30, there are levels above 20, and there are spell levels above 9! In fact, I believe you are the man to officially change the D&D 5e rules! The people in charge over at the WOTC will listen to you! You can make it happen! You can create The 5th Tier of D&D 5e!!!!! By the way nice job with the World Turtle!

1589250872091.png
 

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Mike Myler

Have you been to LevelUp5E.com yet?
Yeah, the fact that something doesn’t exist in the core rules just means it’s waiting for somebody to make it! :)

Hmmm. Epic Level 5E.

Mike, in D&D I believe there are stats above 30, there are levels above 20, and there are spell levels above 9! In fact, I believe you are the man to officially change the D&D 5e rules! The people in charge over at the WOTC will listen to you! You can make it happen! You can create The 5th Tier of D&D 5e!!!!! By the way nice job with the World Turtle!

Sorry it took so long to get in queue but pleased you like it. :)

I could take a swing at epic 5E—learned a lot both from my first foray into it years ago and since then—but that'd be a whole thing. It'd be tricky and require plenty of testing, but I think it would look something like
  • Some baseline new standards (like targeted hits) which are clear across the board. Try to make the parts of the core rules that really work more interesting to utilize.
  • Pull mechanics from some of the choicer system articles for EN5ider and pool them all in a batch at the front with guidelines for what to mix-and-match so GMs can pick and choose their specific flavor of epic play.
    • Recruiting followers
    • Choice spell components for epic magic (so GMs maintain some control on that resource)
    • Planar disease for sure
    • Vitality instead of more hit points
    • Reputation rules and marks of renown
    • Ability check criticals
    • Alternate track to classes post 20th with the Paradigm prestige class instead (be the best dwarf you can dwarf, or the elfiest elf, etc.) and maybe also Spellshaper for the magic types, and then a super-physical option for the warriors (condensed exemplar?)
    • Cinematic 5e stunts (glad to see that in the archive because I know the concept totally rocks in epic play)
  • Condense archetypes into class-specific master paths for post 20th-level—instead of re-inventing the wheel for epic level rogues, just glue all the various wheels together and slap more on the rogue's axle so it feels like an epic rogue (because yeah she's an assassin, but she's also able to do arcane trickster stuff, and sneaky thief things, because she is a master rogue).
Maybe. I'd feel pretty good taking the wheel on something like that. :whistle:

Edit: 👍 if this sounds intriguing.
 

Tonguez

A suffusion of yellow
Ok, Rogues, you should just go over there and not play today. Sure, you are level 20, but your attacks deal 0 damage. You can go get the cheetoz and mountain dew for the rest of us.

Its funny, but when it comes to things like a World Turtle I dont think finding ways to kill it are the point - something that vast is a roleplaying challenge for which combat is I think suppose to be pointless.
 


Coroc

Hero
This entry in Epic Monsters is the biggest of the big. It’s huge. It can’t be stressed enough how colossal it is. Absolutely massive! The biggest thing that will ever appear in the column—the Earth-carrying World Turtle!

View attachment 121908

You may know this mind-bendingly enormous aquatic reptile as the Cosmic Turtle, World-Bearing Turtle, Akupāra, Chukwa, Ao, Great Turtle, World Tortoise, or very likely Great A'Tuin (this is after all a British website wut wut). Depending on which particular myth is being considered the World Turtle is either holding up elephants that are holding up the world (collectively known as Mahapadma in this Hindu rendition), amputated by the creator goddess Nüwa to hold up the sky after the Chinese water god Gonggong destabilizes Mount Buzhou and threatens the heavens, or that it’s just going it alone holding up the Earth all by itself and occasionally causing eclipses with its shell (the particulars around that story vary between North American tribes).

Design Notes: This is a tricky request to fill because by the basic standards of the myth there’s just no plausible way for adventurers to meaningfully interact with this creature. It’s of a scale that my tiny little insufficient brain just cannot truly comprehend. What follows is the closest thing I can manage with some suggestions (some of which were submitted by folks on the EN5ider discord! Way to go you guys!): the gods have gotten together and shrunk the World Turtle to only being a few hundred feet across, the players have been increased to be thousands of feet tall themselves (and now their scale matches the World Turtle who is thousands of feet across—thus not requiring any alterations to statistics), or perhaps this is a hatching World Turtle just barely out of its cosmic shell. Of course it could just be a big badass demigod sea turtle that lives in the oceans of your world! Whatever works.

Design-wise the World Turtle needs efficient action economy but giving it additional actions (be they legendary or lair actions) would give it the wrong feeling at the table. It needs to feel more omniscient so instead it’s got extra concentrating to do and extra opportunities to pop off the effects for some of those concentrating spells. Otherwise it can soak up damage like a champ, when it bothers to attack the adventurers are going to crap themselves even if it misses, and—probably my favorite part—it can just constantly surround itself with a rolling sea to swim across. So at the very least it’s going to feel like a proper World Turtle.

With all that out of the way let’s look at the numbers! The DMG comes in low on this one at 28.66 and much to my surprise the Blog of Holding only swung in at 32.83 (given its attack bonuses and hit points I was sure it was destined to go way higher). Together the average is more than a quarter under 31 so it’s going to land at 30.


World Turtle
Gargantuan celestial, neutral good
Armor Class 20 (natural armor)
Hit Points 570 (20d20+360)
Speed 20 ft., swim 100 ft.

STR
DEX
CON
INT
WIS
CHA
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 weapons
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. When the World Turtle takes damage from an attack, spell, or other effect, it ignores the first 15 points of damage (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:
Constant: speak with animals, speak with plants, tongues
At will: call lightning, commune with nature, confusion, control water, detect magic, detect thoughts, druidcraft, mage hand, major image, mirage arcane (water only), move earth
5/day each: awaken, conjure fey, dispel magic, find the path, heal, moonbeam (as a 6th-level spell; 6d10), reincarnate, sunbeam
3/day each: antipathy/sympathy, control weather, geas, plane shift, regenerate
1/day each: foresight, sunburst

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 always knows how long until the next sunset or sunrise and the northerly direction, and it can perfectly remember anything it has experienced within the last decade.

Ponderous. The World Turtle does not receive reactions and it is slow to physically act. Whenever the World Turtle takes the Attack action to make 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.


ACTIONS
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.


Love it, but give it 570 000 000 Hitpoints to be more accurate or at least 57 000
 

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