Hold Breath. The tortle can hold its breath for 1 hour.
Unarmored Movement. While the tortle is wearing no armor and wielding no shield, its walking speed increases by 10 feet (included in its speed).
Monk Weapons. The tortle is equipped with two scimitars, two sai's, and a quarterstaff. It is proficient with these weapons, and can use Dexterity instead of Strength for the attack and damage rolls. The damage die for these weapons is a d8 (included in the attack).
Multiattack. The tortle makes three attacks with its monk weapons or three dart attacks.
Monk Weapon. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. If the target is a creature, the tortle can choose one of the following additional effects:
- The target must succeed on a DC 14 Strength saving throw or drop one item it is holding (tortle's choice).
- The target must succeed on a DC 14 Dexterity saving throw or be knocked prone.
- The target must succeed on a DC 14 Constitution saving throw or be stunned until the end of the tortle's next turn.
Dart. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) 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.
Deflect Missile. In response to being hit by a ranged weapon attack, the tortle deflects the missile. The damage it takes from the attack is reduced by 1d10 + 4. If the damage is reduced to 0, the tortle catches the missile if it’s small enough to hold in one hand and the tortle has a hand free.
Description
"Cowabunga!"
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