Medium Humanoid, Neutral
Armor Class 17 (natural armor, shield)
Hit Points 65 (10d8 + 20)
Speed 30 ft., Swim 30 ft.
STR
17 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
11 (+0)
WIS
12 (+1)
CHA
11 (+0)
Skills Intimidation +0, Nature +3, Perception +3, Stealth +2, Survival +3
Senses Darkvision 60 feet, Passive Perception 13
Languages Common, Draconic, Undercommon
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

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

Brute. A melee weapon deals one extra die of its damage when the iron chelonian hits with it (included in the attack).

 
Actions

Multiattack. The iron chelonian makes two melee attacks.
Headbutt. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 3) bludgeoning damage.
War Pick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
Shell Bash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 3) bludgeoning damage.
Spiked Shield. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 3) 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.

Iron Chelonians often serve as guards while Copper Chelonians are common soldiers.

Habitat: SwampUnderdark

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