Medium Humanoid, Lawful Neutral
Armor Class 16 (natural armor, shield)
Hit Points 22 (4d8 + 4)
Speed 30 ft., Swim 30 ft.
STR
15 (+2)
DEX
10 (+0)
CON
13 (+1)
INT
7 (-2)
WIS
12 (+1)
CHA
7 (-2)
Skills Nature +3, Perception +3, Stealth +2, Survival +3
Senses Darkvision 60 feet, Passive Perception 13
Languages Common, Draconic, Undercommon
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Hold Breath. A chelonian can hold its breath for 15 minutes.

 

Actions

Multiattack. A chelonion makes two melee attacks, each one with a different weapon.
Headbutt. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 2) piercing damage.
Shell Bash. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

 

Description

Chelonians are a race of turtle-like humanoids that inhabit swampy regions as well as subterranean caverns. Chelonians are fiercely territorial and extremely protective over their eggs (which are clustered in a single warm, damp chamber of their lairs).

As their shells thicken with age, chelonians are given titles within their strict caste system denoting their value to their tribe: hatchlings are given no title; guards and warriors are named after common ore; officers and specialists are named for precious metals; and elders (always magic users) are given titles taken from precious gems.

Habitat: ForestSwamp

LawryC