Medium Humanoid (Any Race), Any Non-Lawful Alignment
Armor Class 17 (natural armor)
Hit Points 65 (10d8 + 20)
Speed 30 ft., Swim 10 ft.
STR
15 (+2)
DEX
16 (+3)
CON
14 (+2)
INT
14 (+2)
WIS
11 (+0)
CHA
14 (+2)
Saving Throws STR +4, DEX +5, WIS +2
Skills Athletics +4, Deception +4
Senses Passive Perception 10
Languages Aquan, Common
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Hold Breath. The tortle can hold its breath for 1 hour.

Actions

Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Shell Defense. The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is prone, its speed is 0 and can’t increase, it has disadvantage on Dexterity saving throws, it can’t take reactions, and the only action it can take is a bonus action to emerge.

Reactions

Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

Description

Captain of the Wavebreaker, and a member of the Tempest Corsairs.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestHillUrban

BigSmallPaul

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