New Mutant Monday # 55 - Glowing Turtle

Chris Van Deelen

No. Enc: 1d3
Alignment:  Neutral
Movement: 30’ (10’) Land
                     90’ (30’) Water
AC: 0
HD: 18
Attacks: 1 bite
Damage: 2d6+4
Save: L18
Morale: 11
Hoard Class: N/A

Like many of the creatures that inhabit the wastelands, this particular creature still resembles its ancestor. They appear to be leatherback turtles, but when it is dark their true nature is revealed. The shell of these creatures actually glow, which is visible once light has been removed.

The average creature is about 3 feet in diameter, and weighs in excess of 300 pounds. They are slow moving on land, but graceful in the ocean. For the most part the creatures are peaceful, just wanting to be left alone to swim and enjoy life. The diet consists entirely of plant matter, be it seaweed or the occasional bit of seed or fruit they can find on or near the shoreline.

When forced to engage in combat, these creatures have one natural weapon at their disposal, a bite attack. It can be quite powerful, and has been known to cut through metal. It does not mean they are defenseless however, as their shell is incredibly tough, and the glowing pattern on their backs is more than just there to make them look pretty.

The creatures are able to sense energy types, and despite being physically slow, they are able to adjust the glowing pattern on their shell to match the frequency of energy being used against them, rendering them immune to all types of energy-based attacks. Each type of energy corresponds to a shade they will produce. Laser is typically blue, radiation is green, thermal is red, cold is white, and so forth. Furthermore, any energy used against the creature is automatically redirected at the attacker, and is considered a ranged attack.  Even if multiple types of energy attacks are used against the creature in a single round, the shell will automatically change to reflect each type. Of course these creatures are also immune to the effects of radiation as a result. 

Due to the properties of the shell and the flesh, they are sometimes hunted down by those who know how to get past their natural defenses and are killed so that the shells can be removed and turned into armor. It takes the shells of two of these creatures to create a suit of humanoid-sized armor, which is heavy and considered to be plate (AC 3, 80 lbs). This armor will automatically change color in the presence of any type of energy (as soon as it comes within 50 feet), warning the wearer of the type of energy present. As with the creature when it is still alive, if multiple types of energy are present, the armor will show multiple colors. Any energy attack will automatically be re-directed towards the attacker as a ranged attack. The armor itself sells for 3580 GP.

During the spring, the creatures will congregate along sandy beaches in order to mate. There can be hundreds of these at a single time, and the mating and laying eggs takes place over a two week period. The females will dig deep holes in the sand to lay the eggs and unlike their ancestors, they will remain on the beach to guard their offspring as they grow. The males will take shifts, allowing the female seek out food in the ocean or along the shoreline during this time. It takes another month for the eggs to hatch, and then the mated pair will stay with the hatchlings (typically 5d10) until they have reached three months in age, allowing the creatures a far greater chance of survival.

The glow can also provide a light source, illuminating a 30’ radius around the creatures. It is always on, and the creature cannot turn it off. If the shell is turned into armor, the armor will always be glowing as well, even if there is no energy present.

Mutations: Immunity (radiation), reflective epidermis (modified), slow mutant (drawback)