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CIRCLE OF PHENEX / AUGUST 2026

Black Tortoise

Huge celestial

EST. CR 12ARMOR CLASS 20HIT POINTS 250

The living bridge refuses to move until the buried shrine beneath its shell has been cleansed.

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Original 5e-style homebrew v0.2 — estimated CR; not playtested. The stats below are original game material created for this release.

At your table.

CIRCLE OF PHENEX / AUGUST 2026

Black Tortoise

Huge celestial

Original 5e-style homebrew v0.2 — estimated CR; not playtested
Armor Class20
Hit Points25020d12 + 120
Estimated CR12Proficiency +4

Speed 20 ft., swim 40 ft.

STR
24 (+7)
DEX
8 (-1)
CON
22 (+6)
INT
12 (+1)
WIS
18 (+4)
CHA
14 (+2)
Saving throws
CON +10, WIS +8
Resistances
cold; bludgeoning from nonmagical attacks
Immunities
None
Senses
darkvision 60 ft., passive Perception 14
Languages
Celestial, understands Common

Traits

Immovable Shell. The tortoise has advantage on checks and saving throws made to resist being knocked prone or moved against its will.

Amphibious. The tortoise can breathe air and water.

Actions

Multiattack. The tortoise makes one Bite and one Tail Sweep.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) piercing damage.

Tail Sweep. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage. The target must succeed on a DC 19 Strength saving throw or fall prone.

Winter Tide (Recharge 5–6). Each other creature in a 30-foot cone makes a DC 18 Constitution saving throw, taking 45 (10d8) cold damage on a failure or half on a success. On a failure, its speed is reduced by 10 feet until the end of its next turn.

Reactions

Sheltering Shell. When a creature within 10 feet takes damage, the tortoise can reduce that damage by 15.

Action timing reference

On its turn, a creature has one action and can use one listed bonus action. Multiattack is one action; it does not also grant a recharge action. A creature has one reaction, regained at the start of its turn. For Recharge 5–6, roll a d6 at the start of each of its turns after use; the ability returns on a 5 or 6. A creature cannot use reactions or legendary actions while incapacitated.

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