Small Monstrosity, Neutral
Armor Class 14 Natural
Hit Points 55 (10d6 + 20)
Speed 25 ft., Swim 40 ft.
STR
14 (+2)
DEX
10 (+0)
CON
15 (+2)
INT
6 (-2)
WIS
15 (+2)
CHA
8 (-1)
Damage Vulnerabilities Lightning
Damage Resistances Cold
Senses Darkvision 60 ft.,, Passive Perception 12
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Amphibious: The Wartortle can breathe air and water.

Torrent: When the Wartortle's hit points are below half of its maximum, it deals one extra die of damage with its Water Gun attack.

Actions

Water Gun. Ranged Weapon Attack: +3 to hit, range 40/60 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.

Withdraw. The Wartortle withdraws its body into its hard shell. Until it emerges, it gains a +2 bonus to AC, it loses its vulnerability to lightning damage, and it has advantage on Str and Con saving throws. While in its shell, it is prone, its speed is 0 and cannot be increased, it has disadvantage on Dex saving throws, it can't take reactions, and the only action it can take is a bonus action to emerge from its shell or use Skull Bash.

Skull Bash. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, and the target must succeed on a DC 12 Strength saving throw or be knocked prone. This attack can only be made as a bonus action while the Wartortle is withdrawn and it ends the effects of being withdrawn.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Wartortle is the evolved version of a Squirtle, and is capable of evolving into Blastoise given the right amount of battle experience.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

GorsskyVlogs712

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