Hold Breath. The chelonian can hold its breath for 15 minutes.
Brute. A melee weapon deals one extra die of its damage when the silver chelonian hits with it (included in the attack).
Multiattack. The silver chelonian makes two melee attacks or use one Ore Toss
Headbutt. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 3) bludgeoning damage.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing 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.
Ore Toss (5-6 recharge). The silver chelonian tosses a piece of volatile ore which explodes on impact. It can be thrown up to 20 feet away and explodes in a 10-foot-radius centered on the area of impact. Each creature in this area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much on a successful one.
Parry. The silver chelonian adds 3 to its AC against one melee attack that would hit it. To do so, the silver chelonian must see the attacker and be wielding a melee weapon.
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.
Silver Chelonians serve as personal guards to elder Chelonians as well as commanders to lesser soldiers.