Small Humanoid, Neutral Good
Armor Class 12 Natural armor
Hit Points 12 (9d6 + 12)
Speed
STR
12 (+1)
DEX
12 (+1)
CON
12 (+1)
INT
12 (+1)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws CHA +5
Damage Resistances Acid
Condition Immunities Blinded
Senses Passive Perception 10
Languages Common
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Special Trait Name. Change the scription for a special trade

Actions

Action description for action

Action Melee Attack. Melee Weapon Attack: +12 to hit, reach 12 ft., 1 target. Hit: 12(12d6+ 12)  piercing damage. 

Action Ranged Attack. RangedWeapon Attack: +6 to hit, range #/# ft., # target. Hit: # (6d6+ 6) slashing damage.

Bonus Actions

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Reactions

Reaction type  description for action

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Turtle description for your monster here

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Arctic

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