Large Beast, Any Alignment
Armor Class 15 Natural Armor
Hit Points 70 (10d8)
Speed 10 ft., Swim 30 ft.
STR
5 (-3)
DEX
3 (-4)
CON
18 (+4)
INT
16 (+3)
WIS
24 (+7)
CHA
10 (+0)
Saving Throws CON +6, WIS +9
Skills History +5, Insight +3, Religion +1
Damage Vulnerabilities Bludgeoning
Damage Resistances Piercing, Slashing
Senses Darkvision 60 ft, Passive Perception 18
Languages Celestial, Common, Druidic, Elvish
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Amphibious. Crystal Turtles can breathe both on land and in water.

Spellcasting. The crystal turtle is a 3rd-level spellcaster. Its spellcasting ability is wisdom (spell save DC 15, +5 to hit with spell attacks). The crystal turtle has following wizard spells prepared:
Cantrips (at will): prestidigitation, dancing lights,ray of frost
1st level (4 slots): charm person, sleep, magic missile

2nd level (2 slots): gust of wind, darkness

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 2 (1d4) piercing damage. 

Shell. As an action, a crystal turtle can retreat or come out of its shell. When in its shell, the crystal turtle’s speed is reduced to 0, it automatically fails all dexterity saves, and it gains +7 to AC as well as resistance to all attacks, magical and non-magical. 

Description

Crystal turtles are extremely rare, having been hunted to near extinction for their coveted shells. These shells are covered in otherworldly, gleaming crystals. The crystals have powerful magical properties, which the turtle uses to store and cast spells.

Crystal turtles are solitary by nature. They live in secluded dens, often surrounded by great hordes of knowledge. They are intelligent, but most known for their wisdom. Crystal turtles can live to be up to 1,000! Not bound to any alignment, some turtles aim to better the world, while others seek revenge against the beings which hunted them so long. 

Habitat: CoastalSwampUnderwater

Compre

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