Large Monstrosity, Neutral Evil
Armor Class 15 Natural Armor
Hit Points 64 (8d8 + 16)
Speed 30 ft., Swim 50 ft.
STR
18 (+4)
DEX
15 (+2)
CON
15 (+2)
INT
2 (-4)
WIS
8 (-1)
CHA
2 (-4)
Saving Throws STR +6
Condition Immunities Frightened, Prone
Senses Passive Perception 9
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Amphibious. The turtle can breath on water and on land.

Actions

Snapping Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., all target. Hit: 11 (2d6+4) piercing damage.

Whip Around. Melee Weapon Attack: +4 to hit, reach 5 ft.,  targets all creatures within 5 ft.. Hit: 6 (1d4 + 4) bludgeoning damage. Each affected creature must pass a STR save (DC 14) or be knocked prone.

Toxic Discharge. (1/Day). While in water the turtle can exude a potent toxin from it carapace. All creatures within 10 ft of the turtle is immediately dealt 5d4 poison damage.

Reactions

Snap Back. On a missed melee attack against it the turtle may make a Snapping Strike attack against the attacker if it is in range. If the attack succeeds the target creature must pass a DEX save (DC 12) or be flung 15 ft behind the turtle.

Description

This monstrous creature resembles a massive snapping turtle but with a face reminiscent of an axe and two sunken black eyes on either side. It's an extremely viscous and territorial predator, snapping at anything that moves and commonly killing out of pure aggression. This creatures long neck and ample defense do however make it a hardy foe when on defense; opting to snatch and fling it's opponents to disorient and displace them.

Habitat: CoastalUnderwater

LazarusTheUndying

Comments

Posts Quoted:
Reply
Clear All Quotes