Iku-Turso — The Being beneath the Northern Waves

Iku-Turso, a mysterious ancient sea-being emerging from the deep northern water in painted fantasy artwork
An artist’s vision of Iku-Turso; the Finnish epic leaves his full form uncertain.

At a Glance

NameIku-Turso, son of Äijö
NatureAn ancient, intelligent sea-being from northern epic poetry
AlignmentNeutral — answers old commands and protects ancient promises, but can bring ruin
HomeThe deep northern seas of the Material Plane
Summoned byLouhi, mistress of Pohjola
Old adversaryVäinämöinen, who forced a promise not to reveal himself again
Contested treasureThe Sampo
Lesser sea beingsDoom-Turso, Storm-Turso and Drowned-Turso
The warning crest of an ancient sea-being beneath three dark waves
A coastal warning mark, not an ancient historical coat of arms.

The wedding boat has stopped halfway across the strait, and the water beneath it is asking questions. A stolen fragment of the Sampo lies concealed under the bridal gifts. The harbour lord intends to send soldiers aboard, but their arrival may make an ancient promise impossible to keep.

In Kalevala Runo XLII, Louhi calls Iku-Turso out of the water to recover the stolen Sampo. He raises his head beside the heroes’ boat. Väinämöinen seizes him by the ears and asks three times why he has appeared. At last Iku-Turso admits his mission and promises never to rise before people again if released. Väinämöinen sends him back into the water. The great creature is not killed.

The original song does not establish Iku-Turso as a gigantic octopus, the ruler of every storm or the parent of a fixed hierarchy of sea monsters. The painted creature and the lesser Turso forms are campaign interpretations, not precise descriptions given by the poem. Read the encounter in the Kalevala.

What Is Happening Right Now?

The Stolen Fragment

Fishermen have hauled a many-coloured object from the deep. As long as it stays in their village, their nets are full and their neighbours’ nets remain empty. Louhi’s messenger offers payment for its return. Iku-Turso has not broken his promise, but a creature bearing his name waits beside the only safe channel.

Three Questions from Below

A young runo-singer has learned two lines of an old summoning verse and believes the third will give him command of the sea. His boat has not come home. The characters must find the missing line before someone else uses it to awaken a force the young man cannot control.

The Boat that Refuses to Sink

A lord accuses his neighbour of stealing a fleet of winter provision ships. All the boats rest at the bottom of a shallow inlet, perfectly intact. Their holds contain objects plundered from an ancient underwater hall. Returning what was taken may avert a war that neither town can afford.

The Oath beneath the Waves

Iku-Turso is capable of bargaining. He knows who called him and why, and he takes spoken promises seriously. A party may save lives by recovering a stolen possession, determining who has the authority to command him or discovering what it means for the old oath to bind the original being but not necessarily his lesser namesakes.

Creatures Mistaken for Iku-Turso

Doom-Turso is a siege-sized monster capable of shattering hulls and harbour walls. Storm-Turso emerges where violent currents and storms gather. Drowned-Turso waits in wrecks and coral-lined passages. These names are used by northern sailors and are campaign forms, not exact anatomical species identified in the Kalevala.

The one Iku-Turso remains bound by the promise made to Väinämöinen. Lesser forms may act on their own, allowing adventures at sea without requiring the original creature to break its word.

Game Statistics

The original Iku-Turso and three lesser sea creatures have separate statistics in each rules edition. The original’s epic rating exceeds ordinary published monster tables and is a campaign extension, not an official challenge-rating entry.

Four creatures: Iku-Turso · Doom-Turso · Storm-Turso · Drowned-Turso

Iku-Turso — CR 35

Gargantuan Monstrosity, Neutral

AC 26 (natural armor); Initiative +1 (11); HP 1,020 (40d20 + 600); Speed 60 ft., Swim 120 ft.

STRDEXCONINTWISCHA
38 (+14)12 (+1)40 (+15)22 (+6)26 (+8)28 (+9)

Saving Throws Str +24, Con +25, Wis +18; Skills Athletics +24, Perception +18, Survival +18

Resistances Fire, Force; Immunities Cold, Lightning, Necrotic, Poison; Condition Immunities Charmed, Frightened, Poisoned, Paralyzed

Senses Darkvision 120 ft., Passive Perception 28; Languages understands Finnish and Primordial, telepathy 120 ft.; CR 35 (DM-assigned (epic CR 35) XP; PB +10)

Traits

Amphibious. Iku-Turso can breathe air and water. Siege Monster. Iku-Turso deals double damage to objects and structures.

Legendary Resistance (3/Day). If Iku-Turso fails a saving throw, it can choose to succeed instead.

The Ancient Oath. Iku-Turso cannot reveal its full form to a human witness without breaking a binding promise it gave to Väinämöinen. A creature hearing its true name may attempt a DC 26 Wisdom saving throw to resist its command to depart.

Actions

Multiattack. Iku-Turso makes 3 Tentacle attacks.

Tentacle. Melee Attack Roll: +24, reach 60 ft. Hit: 66 (8d12 + 14) Bludgeoning damage plus 27 (6d8) Cold damage.

Abyssal Tempest (Recharge 5–6). Creatures of Iku-Turso’s choice in a 300-foot-radius Sphere centred on a point Iku-Turso can see within 150 feet must make a DC 32 Constitution saving throw. On a failure a creature takes 156 (24d12) Cold damage and has the Prone condition; on a success it takes half damage and is not knocked prone.

Reactions

Crashing Current. When hit by a melee attack, Iku-Turso can move up to 20 feet through water without provoking Opportunity Attacks from the attacker.

Legendary Actions

Iku-Turso can take 3 Legendary Actions. It can take one such action at the end of another creature’s turn and regains all spent uses at the start of its turn. Swim. Move up to half its Swim speed without provoking Opportunity Attacks. Tentacle (Costs 2 Actions). Make one Tentacle attack.

Doom-Turso — CR 22

Gargantuan Monstrosity, Chaotic Evil

AC 23 (natural armor); Initiative +0 (10); HP 740 (40d20 + 320); Speed 50 ft., Swim 120 ft.

STRDEXCONINTWISCHA
36 (+13)10 (+0)26 (+8)18 (+4)22 (+6)21 (+5)

Saving Throws Str +20, Con +15, Wis +13; Skills Athletics +20, Perception +13, Survival +13

Resistances Cold, Lightning; Immunities Poison; Condition Immunities Frightened, Poisoned

Senses Darkvision 120 ft., Passive Perception 23; Languages understands Finnish and Primordial, telepathy 120 ft.; CR 22 (41,000 XP; PB +7)

Traits

Amphibious. Doom-Turso can breathe air and water. Siege Monster. Doom-Turso deals double damage to objects and structures.

Legendary Resistance (3/Day). If Doom-Turso fails a saving throw, it can choose to succeed instead.

Deepwater Hunter. Doom-Turso ignores difficult terrain created by currents or underwater debris.

Actions

Multiattack. Doom-Turso makes 3 Siege Tentacle attacks.

Siege Tentacle. Melee Attack Roll: +20, reach 60 ft. Hit: 35 (4d10 + 13) Bludgeoning damage plus 18 (4d8) Lightning damage.

Crushing Depths (Recharge 5–6). Creatures of Doom-Turso’s choice in a 60-foot-radius Sphere centred on a point Doom-Turso can see within 150 feet must make a DC 28 Constitution saving throw. On a failure a creature takes 63 (14d8) Bludgeoning damage and has the Prone condition; on a success it takes half damage and is not knocked prone.

Reactions

Crashing Current. When hit by a melee attack, Doom-Turso can move up to 20 feet through water without provoking Opportunity Attacks from the attacker.

Legendary Actions

Doom-Turso can take 3 Legendary Actions. It can take one such action at the end of another creature’s turn and regains all spent uses at the start of its turn. Swim. Move up to half its Swim speed without provoking Opportunity Attacks. Siege Tentacle (Costs 2 Actions). Make one Siege Tentacle attack.

Storm-Turso — CR 12

Huge Monstrosity, Chaotic Evil

AC 20 (natural armor); Initiative +1 (11); HP 310 (23d12 + 161); Speed 40 ft., Swim 90 ft.

STRDEXCONINTWISCHA
28 (+9)12 (+1)24 (+7)16 (+3)18 (+4)17 (+3)

Saving Throws Str +13, Con +11, Wis +8; Skills Athletics +13, Perception +8, Survival +8

Resistances Cold, Lightning; Immunities Poison; Condition Immunities Frightened, Poisoned

Senses Darkvision 120 ft., Passive Perception 18; Languages understands Finnish and Primordial, telepathy 120 ft.; CR 12 (8,400 XP; PB +4)

Traits

Amphibious. Storm-Turso can breathe air and water. Siege Monster. Storm-Turso deals double damage to objects and structures.

Deepwater Hunter. Storm-Turso ignores difficult terrain created by currents or underwater debris.

Actions

Multiattack. Storm-Turso makes 2 Storm Tentacle attacks.

Storm Tentacle. Melee Attack Roll: +13, reach 30 ft. Hit: 25 (3d10 + 9) Bludgeoning damage plus 9 (2d8) Lightning damage.

Crashing Wave (Recharge 5–6). Creatures of Storm-Turso’s choice in a 30-foot Cone from Storm-Turso must make a DC 21 Strength saving throw. On a failure a creature takes 36 (8d8) Bludgeoning damage and has the Prone condition; on a success it takes half damage and is not knocked prone.

Drowned-Turso — CR 5

Large Monstrosity, Neutral Evil

AC 16 (natural armor); Initiative +0 (10); HP 95 (10d10 + 40); Speed 30 ft., Swim 50 ft.

STRDEXCONINTWISCHA
18 (+4)10 (+0)18 (+4)8 (-1)12 (+1)10 (+0)

Saving Throws Str +7, Con +7, Wis +4; Skills Athletics +7, Perception +4, Survival +4

Resistances Cold; Immunities Poison; Condition Immunities Poisoned

Senses Darkvision 120 ft., Passive Perception 14; Languages understands Finnish and Primordial, telepathy 120 ft.; CR 5 (1,800 XP; PB +3)

Traits

Amphibious. Drowned-Turso can breathe air and water. Siege Monster. Drowned-Turso deals double damage to objects and structures.

Wreck Dweller. Drowned-Turso has Advantage on Dexterity (Stealth) checks made among shipwrecks and reef debris.

Actions

Multiattack. Drowned-Turso makes 2 Wreck Tentacle attacks.

Wreck Tentacle. Melee Attack Roll: +7, reach 15 ft. Hit: 15 (2d10 + 4) Bludgeoning damage.

Abyssal Pull (Recharge 5–6). Creatures of Drowned-Turso’s choice in a 20-foot Cone from Drowned-Turso must make a DC 15 Strength saving throw. On a failure a creature takes 18 (4d8) Bludgeoning damage and has the Prone condition; on a success it takes half damage and is not knocked prone.

Four creatures: Iku-Turso · Doom-Turso · Storm-Turso · Drowned-Turso

Iku-Turso — CR 35

Gargantuan monstrosity, neutral

Armor Class 26 (natural armor); Hit Points 1,020 (40d20 + 600); Speed 60 ft., Swim 120 ft.

STRDEXCONINTWISCHA
38 (+14)12 (+1)40 (+15)22 (+6)26 (+8)28 (+9)

Saving Throws Str +24, Con +25, Wis +18; Skills Athletics +24, Perception +18, Survival +18

Damage Resistances Fire, Force; Damage Immunities Cold, Lightning, Necrotic, Poison; Condition Immunities Charmed, Frightened, Poisoned, Paralyzed

Senses Darkvision 120 ft., Passive Perception 28; Languages understands Finnish and Primordial, telepathy 120 ft.; Challenge 35 (DM-assigned (epic CR 35) XP; PB +10)

Traits

Amphibious. Iku-Turso can breathe air and water. Siege Monster. Iku-Turso deals double damage to objects and structures.

Legendary Resistance (3/Day). If Iku-Turso fails a saving throw, it can choose to succeed instead.

The Ancient Oath. Iku-Turso cannot reveal its full form to a human witness without breaking a binding promise it gave to Väinämöinen. A creature hearing its true name may attempt a DC 26 Wisdom saving throw to resist its command to depart.

Actions

Multiattack. Iku-Turso makes 3 Tentacle attacks.

Tentacle. Melee Weapon Attack: +24 to hit, reach 60 ft., one target. Hit: 66 (8d12 + 14) bludgeoning damage plus 27 (6d8) cold damage.

Abyssal Tempest (Recharge 5–6). Creatures of Iku-Turso’s choice in a 300-foot-radius Sphere centred on a point Iku-Turso can see within 150 feet must make a DC 32 Constitution saving throw. On a failure a creature takes 156 (24d12) Cold damage and is knocked prone; on a success it takes half damage and is not knocked prone.

Reactions

Crashing Current. When hit by a melee attack, Iku-Turso can move up to 20 feet through water without provoking Opportunity Attacks from the attacker.

Legendary Actions

Iku-Turso can take 3 Legendary Actions. It can take one such action at the end of another creature’s turn and regains all spent uses at the start of its turn. Swim. Move up to half its Swim speed without provoking Opportunity Attacks. Tentacle (Costs 2 Actions). Make one Tentacle attack.

Doom-Turso — CR 22

Gargantuan monstrosity, chaotic evil

Armor Class 23 (natural armor); Hit Points 740 (40d20 + 320); Speed 50 ft., Swim 120 ft.

STRDEXCONINTWISCHA
36 (+13)10 (+0)26 (+8)18 (+4)22 (+6)21 (+5)

Saving Throws Str +20, Con +15, Wis +13; Skills Athletics +20, Perception +13, Survival +13

Damage Resistances Cold, Lightning; Damage Immunities Poison; Condition Immunities Frightened, Poisoned

Senses Darkvision 120 ft., Passive Perception 23; Languages understands Finnish and Primordial, telepathy 120 ft.; Challenge 22 (41,000 XP; PB +7)

Traits

Amphibious. Doom-Turso can breathe air and water. Siege Monster. Doom-Turso deals double damage to objects and structures.

Legendary Resistance (3/Day). If Doom-Turso fails a saving throw, it can choose to succeed instead.

Deepwater Hunter. Doom-Turso ignores difficult terrain created by currents or underwater debris.

Actions

Multiattack. Doom-Turso makes 3 Siege Tentacle attacks.

Siege Tentacle. Melee Weapon Attack: +20 to hit, reach 60 ft., one target. Hit: 35 (4d10 + 13) bludgeoning damage plus 18 (4d8) lightning damage.

Crushing Depths (Recharge 5–6). Creatures of Doom-Turso’s choice in a 60-foot-radius Sphere centred on a point Doom-Turso can see within 150 feet must make a DC 28 Constitution saving throw. On a failure a creature takes 63 (14d8) Bludgeoning damage and is knocked prone; on a success it takes half damage and is not knocked prone.

Reactions

Crashing Current. When hit by a melee attack, Doom-Turso can move up to 20 feet through water without provoking Opportunity Attacks from the attacker.

Legendary Actions

Doom-Turso can take 3 Legendary Actions. It can take one such action at the end of another creature’s turn and regains all spent uses at the start of its turn. Swim. Move up to half its Swim speed without provoking Opportunity Attacks. Siege Tentacle (Costs 2 Actions). Make one Siege Tentacle attack.

Storm-Turso — CR 12

Huge monstrosity, chaotic evil

Armor Class 20 (natural armor); Hit Points 310 (23d12 + 161); Speed 40 ft., Swim 90 ft.

STRDEXCONINTWISCHA
28 (+9)12 (+1)24 (+7)16 (+3)18 (+4)17 (+3)

Saving Throws Str +13, Con +11, Wis +8; Skills Athletics +13, Perception +8, Survival +8

Damage Resistances Cold, Lightning; Damage Immunities Poison; Condition Immunities Frightened, Poisoned

Senses Darkvision 120 ft., Passive Perception 18; Languages understands Finnish and Primordial, telepathy 120 ft.; Challenge 12 (8,400 XP; PB +4)

Traits

Amphibious. Storm-Turso can breathe air and water. Siege Monster. Storm-Turso deals double damage to objects and structures.

Deepwater Hunter. Storm-Turso ignores difficult terrain created by currents or underwater debris.

Actions

Multiattack. Storm-Turso makes 2 Storm Tentacle attacks.

Storm Tentacle. Melee Weapon Attack: +13 to hit, reach 30 ft., one target. Hit: 25 (3d10 + 9) bludgeoning damage plus 9 (2d8) lightning damage.

Crashing Wave (Recharge 5–6). Creatures of Storm-Turso’s choice in a 30-foot Cone from Storm-Turso must make a DC 21 Strength saving throw. On a failure a creature takes 36 (8d8) Bludgeoning damage and is knocked prone; on a success it takes half damage and is not knocked prone.

Drowned-Turso — CR 5

Large monstrosity, neutral evil

Armor Class 16 (natural armor); Hit Points 95 (10d10 + 40); Speed 30 ft., Swim 50 ft.

STRDEXCONINTWISCHA
18 (+4)10 (+0)18 (+4)8 (-1)12 (+1)10 (+0)

Saving Throws Str +7, Con +7, Wis +4; Skills Athletics +7, Perception +4, Survival +4

Damage Resistances Cold; Damage Immunities Poison; Condition Immunities Poisoned

Senses Darkvision 120 ft., Passive Perception 14; Languages understands Finnish and Primordial, telepathy 120 ft.; Challenge 5 (1,800 XP; PB +3)

Traits

Amphibious. Drowned-Turso can breathe air and water. Siege Monster. Drowned-Turso deals double damage to objects and structures.

Wreck Dweller. Drowned-Turso has Advantage on Dexterity (Stealth) checks made among shipwrecks and reef debris.

Actions

Multiattack. Drowned-Turso makes 2 Wreck Tentacle attacks.

Wreck Tentacle. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.

Abyssal Pull (Recharge 5–6). Creatures of Drowned-Turso’s choice in a 20-foot Cone from Drowned-Turso must make a DC 15 Strength saving throw. On a failure a creature takes 18 (4d8) Bludgeoning damage and is knocked prone; on a success it takes half damage and is not knocked prone.

Four creatures: Iku-Turso · Doom-Turso · Storm-Turso · Drowned-Turso

Iku-Turso — CR 35

XP GM-assigned (epic); N Gargantuan magical beast (aquatic); Init +5; Senses darkvision 120 ft., tremorsense underwater 120 ft.; Perception +50

DEFENSE

AC 30, touch 7, flat-footed 29 (-4 size, +1 Dex, +23 natural); hp 820 (40d10 + 600); Fort +37, Ref +23, Will +21; DR 20/epic; Resist cold 20, electricity 20

OFFENSE

Speed 60 ft., swim 120 ft.; Melee 3 tentacles +50 (3d8+14); Space/Reach 20 ft./60 ft.; Special Attacks abyssal tempest (Su)

STATISTICS

Str 38, Dex 12, Con 40, Int 22, Wis 26, Cha 28; Base Atk +40; CMB +62; CMD 73; Feats Power Attack, Improved Initiative, Iron Will, Great Fortitude, Lightning Reflexes, Combat Reflexes, Toughness, Blind-Fight, Weapon Focus (tentacle), Improved Natural Attack (tentacle), Improved Bull Rush, Cleave, Great Cleave, Endurance, Diehard, Improved Critical (tentacle), Weapon Focus (bite), Improved Overrun, Improved Natural Armor, Improved Toughness

Skills Perception +50, Survival +50, Swim +56; Languages understands Aquan and Finnish, telepathy 120 ft.

SPECIAL ABILITIES

Abyssal Tempest (Su). Once every 1d4 rounds as a standard action, Iku-Turso releases a surge through a 300-foot-radius Sphere. Creatures of its choice take 156 (24d12) cold damage (Reflex DC 45 half); those failing are knocked prone. This ability is Constitution-based.

Doom-Turso — CR 24

XP 1,228,800; CE Gargantuan magical beast (aquatic); Init +4; Senses darkvision 120 ft., tremorsense underwater 120 ft.; Perception +41

DEFENSE

AC 26, touch 6, flat-footed 26 (-4 size, +0 Dex, +20 natural); hp 432 (32d10 + 256); Fort +26, Ref +18, Will +16; DR 15/epic; Resist cold 20, electricity 20

OFFENSE

Speed 50 ft., swim 120 ft.; Melee 3 tentacles +41 (3d8+13); Space/Reach 20 ft./60 ft.; Special Attacks crushing depths (Su)

STATISTICS

Str 36, Dex 10, Con 26, Int 18, Wis 22, Cha 21; Base Atk +32; CMB +53; CMD 63; Feats Power Attack, Improved Initiative, Iron Will, Great Fortitude, Lightning Reflexes, Combat Reflexes, Toughness, Blind-Fight, Weapon Focus (tentacle), Improved Natural Attack (tentacle), Improved Bull Rush, Cleave, Great Cleave, Endurance, Diehard, Improved Critical (tentacle)

Skills Perception +41, Survival +41, Swim +48; Languages understands Aquan and Finnish, telepathy 120 ft.

SPECIAL ABILITIES

Crushing Depths (Su). Once every 1d4 rounds as a standard action, Doom-Turso releases a surge through a 60-foot-radius Sphere. Creatures of its choice take 63 (14d8) bludgeoning damage (Reflex DC 34 half); those failing are knocked prone. This ability is Constitution-based.

Storm-Turso — CR 14

XP 38,400; CE Huge magical beast (aquatic); Init +5; Senses darkvision 120 ft., tremorsense underwater 120 ft.; Perception +27

DEFENSE

AC 22, touch 9, flat-footed 21 (-2 size, +1 Dex, +13 natural); hp 250 (20d10 + 140); Fort +19, Ref +13, Will +10; DR 10/magic; Resist cold 20, electricity 20

OFFENSE

Speed 40 ft., swim 90 ft.; Melee 2 tentacles +27 (2d8+9); Space/Reach 15 ft./30 ft.; Special Attacks crashing wave (Su)

STATISTICS

Str 28, Dex 12, Con 24, Int 16, Wis 18, Cha 17; Base Atk +20; CMB +31; CMD 42; Feats Power Attack, Improved Initiative, Iron Will, Great Fortitude, Lightning Reflexes, Combat Reflexes, Toughness, Blind-Fight, Weapon Focus (tentacle), Improved Natural Attack (tentacle)

Skills Perception +27, Survival +27, Swim +32; Languages understands Aquan and Finnish, telepathy 120 ft.

SPECIAL ABILITIES

Crashing Wave (Su). Once every 1d4 rounds as a standard action, Storm-Turso releases a surge through a 30-foot Cone. Creatures of its choice take 36 (8d8) bludgeoning damage (Reflex DC 27 half); those failing are knocked prone. This ability is Constitution-based.

Drowned-Turso — CR 7

XP 3,200; NE Large magical beast (aquatic); Init +4; Senses darkvision 120 ft., tremorsense underwater 120 ft.; Perception +16

DEFENSE

AC 17, touch 9, flat-footed 17 (-1 size, +0 Dex, +8 natural); hp 114 (12d10 + 48); Fort +12, Ref +8, Will +5; DR 5/magic; Resist cold 20, electricity 20

OFFENSE

Speed 30 ft., swim 50 ft.; Melee 2 tentacles +15 (1d8+4); Space/Reach 10 ft./15 ft.; Special Attacks abyssal pull (Su)

STATISTICS

Str 18, Dex 10, Con 18, Int 8, Wis 12, Cha 10; Base Atk +12; CMB +17; CMD 27; Feats Power Attack, Improved Initiative, Iron Will, Great Fortitude, Lightning Reflexes, Combat Reflexes

Skills Perception +16, Survival +16, Swim +19; Languages understands Aquan and Finnish, telepathy 120 ft.

SPECIAL ABILITIES

Abyssal Pull (Su). Once every 1d4 rounds as a standard action, Drowned-Turso releases a surge through a 20-foot Cone. Creatures of its choice take 18 (4d8) bludgeoning damage (Reflex DC 20 half); those failing are knocked prone. This ability is Constitution-based.

Four creatures: Iku-Turso · Doom-Turso · Storm-Turso · Drowned-Turso

Iku-Turso — CR 35

Gargantuan Magical Beast (Aquatic), Neutral

Hit Dice 40d10+600 (820 hp); Initiative +5; Speed 60 ft., swim 120 ft.; Armor Class 30 (-4 size, +1 Dex, +23 natural), touch 7, flat-footed 29

Base Attack/Grapple +40/+66; Attack tentacle +50 melee (3d8+14); Full Attack 3 tentacles +50 melee (3d8+14); Space/Reach 20 ft./60 ft.

Special Attacks abyssal tempest; Special Qualities DR 20/epic, darkvision 120 ft., underwater tremorsense 120 ft., cold and electricity resistance 20, amphibious

Saves Fort +37, Ref +23, Will +21; Abilities Str 38, Dex 12, Con 40, Int 22, Wis 26, Cha 28

Skills Listen +50, Spot +50, Survival +50, Swim +56; Feats Power Attack, Improved Initiative, Iron Will, Great Fortitude, Lightning Reflexes, Combat Reflexes, Toughness, Blind-Fight, Weapon Focus (tentacle), Improved Natural Attack (tentacle), Improved Bull Rush, Cleave, Great Cleave, Endurance

Abyssal Tempest (Su)

Abyssal Tempest (Su). Once every 1d4 rounds as a standard action, Iku-Turso releases a surge through a 300-foot-radius Sphere. Creatures of its choice take 156 (24d12) cold damage (Reflex DC 45 half); those failing are knocked prone. This ability is Constitution-based.

Doom-Turso — CR 24

Gargantuan Magical Beast (Aquatic), Chaotic Evil

Hit Dice 32d10+256 (432 hp); Initiative +4; Speed 50 ft., swim 120 ft.; Armor Class 26 (-4 size, +0 Dex, +20 natural), touch 6, flat-footed 26

Base Attack/Grapple +32/+57; Attack tentacle +41 melee (3d8+13); Full Attack 3 tentacles +41 melee (3d8+13); Space/Reach 20 ft./60 ft.

Special Attacks crushing depths; Special Qualities DR 15/epic, darkvision 120 ft., underwater tremorsense 120 ft., cold and electricity resistance 20, amphibious

Saves Fort +26, Ref +18, Will +16; Abilities Str 36, Dex 10, Con 26, Int 18, Wis 22, Cha 21

Skills Listen +41, Spot +41, Survival +41, Swim +48; Feats Power Attack, Improved Initiative, Iron Will, Great Fortitude, Lightning Reflexes, Combat Reflexes, Toughness, Blind-Fight, Weapon Focus (tentacle), Improved Natural Attack (tentacle), Improved Bull Rush

Crushing Depths (Su)

Crushing Depths (Su). Once every 1d4 rounds as a standard action, Doom-Turso releases a surge through a 60-foot-radius Sphere. Creatures of its choice take 63 (14d8) bludgeoning damage (Reflex DC 34 half); those failing are knocked prone. This ability is Constitution-based.

Storm-Turso — CR 14

Huge Magical Beast (Aquatic), Chaotic Evil

Hit Dice 20d10+140 (250 hp); Initiative +5; Speed 40 ft., swim 90 ft.; Armor Class 22 (-2 size, +1 Dex, +13 natural), touch 9, flat-footed 21

Base Attack/Grapple +20/+37; Attack tentacle +27 melee (2d8+9); Full Attack 2 tentacles +27 melee (2d8+9); Space/Reach 15 ft./30 ft.

Special Attacks crashing wave; Special Qualities DR 10/magic, darkvision 120 ft., underwater tremorsense 120 ft., cold and electricity resistance 20, amphibious

Saves Fort +19, Ref +13, Will +10; Abilities Str 28, Dex 12, Con 24, Int 16, Wis 18, Cha 17

Skills Listen +27, Spot +27, Survival +27, Swim +32; Feats Power Attack, Improved Initiative, Iron Will, Great Fortitude, Lightning Reflexes, Combat Reflexes, Toughness

Crashing Wave (Su)

Crashing Wave (Su). Once every 1d4 rounds as a standard action, Storm-Turso releases a surge through a 30-foot Cone. Creatures of its choice take 36 (8d8) bludgeoning damage (Reflex DC 27 half); those failing are knocked prone. This ability is Constitution-based.

Drowned-Turso — CR 7

Large Magical Beast (Aquatic), Neutral Evil

Hit Dice 12d10+48 (114 hp); Initiative +4; Speed 30 ft., swim 50 ft.; Armor Class 17 (-1 size, +0 Dex, +8 natural), touch 9, flat-footed 17

Base Attack/Grapple +12/+20; Attack tentacle +15 melee (1d8+4); Full Attack 2 tentacles +15 melee (1d8+4); Space/Reach 10 ft./15 ft.

Special Attacks abyssal pull; Special Qualities DR 5/magic, darkvision 120 ft., underwater tremorsense 120 ft., cold and electricity resistance 20, amphibious

Saves Fort +12, Ref +8, Will +5; Abilities Str 18, Dex 10, Con 18, Int 8, Wis 12, Cha 10

Skills Listen +16, Spot +16, Survival +16, Swim +19; Feats Power Attack, Improved Initiative, Iron Will, Great Fortitude, Lightning Reflexes

Abyssal Pull (Su)

Abyssal Pull (Su). Once every 1d4 rounds as a standard action, Drowned-Turso releases a surge through a 20-foot Cone. Creatures of its choice take 18 (4d8) bludgeoning damage (Reflex DC 20 half); those failing are knocked prone. This ability is Constitution-based.

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