Large Monstrosity, Unaligned
Armor Class 17 (Natural Armor, 12 While Prone)
Hit Points 64 (7d10 + 28)
Speed 30 ft., burrow 15 ft., swim 40 ft.
STR
17 (+3)
DEX
6 (-2)
CON
18 (+4)
INT
5 (-3)
WIS
12 (+1)
CHA
6 (-2)
Saving Throws STR +5, CON +6
Damage Immunities Lightning
Senses Darkvision 60 ft., Passive Perception 11
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Amphibious. The turtle can breathe air and water.

Electrogenic Body. A creature that touches the turtle or hits it with a melee attack while within 5 feet of it takes 5 (1d10) lightning damage.

Stable. Whenever an effect knocks the turtle prone, it can make a DC 10 Constitution saving throw to avoid being knocked prone. A prone turtle is upside down. To stand up, it must succeed on a DC 10 Dexterity check on its turn and then use all its movement for that turn.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 5 (1d10) lightning damage.

Electric Discharge (Recharge 6). The sähkö turtle discharges it's lightning. Each creature within ten feet of the turtle must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

Description

This reptilian monstrosity is similar to that of a turtle though it lacks scales, having smooth electrogenic skin that produces a painful charge. These turtles are found both living and hibernating in forests, swamps, rivers, lakes, and coastlines.

Habitat: CoastalForestSwampUnderwater

Darfer

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