The problem is the other bad guys will hurt them to turn them back. I need something with more hps.Turn enemies into normal Turtles and then just leave them alone until you deal with the active enemies
The problem is the other bad guys will hurt them to turn them back. I need something with more hps.Turn enemies into normal Turtles and then just leave them alone until you deal with the active enemies
Well you could just grab a turtle and put it in a bag on your person. That should keep them safe for a while. Or give a turtle to a teleporter teammate to remove from the field dispose of, then come back.The problem is the other bad guys will hurt them to turn them back. I need something with more hps.
That's becoming a lot of actions to maintain a purely temporary debuff of a group of enemies.Well you could just grab a turtle and put it in a bag on your person. That should keep them safe for a while. Or give a turtle to a teleporter teammate to remove from the field dispose of, then come back.
Picking up a turtle requires no action.That's becoming a lot of actions to maintain a purely temporary debuff of a group of enemies.
Picking up a hostile creature requires, at the very least, an attack action to grapple.Picking up a turtle requires no action.
And which teleportation spell are you using to take an unwilling creature with you?Teleporting a turtle or two away does require two actions to go away and back, but if done the enemies are permanently removed from the fight. Unless they have the power to teleport back

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.