Large Elemental, Any Alignment
Armor Class 18 Natural Armor
Hit Points 4 (7d10)
Speed 20 ft., Swim 40 ft.
STR
16 (+3)
DEX
12 (+1)
CON
18 (+4)
INT
8 (-1)
WIS
10 (+0)
CHA
13 (+1)
Saving Throws CON +8
Skills Intimidation +5, Perception +4
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened, Prone
Senses Tremorsense 20 ft., Passive Perception 14
Languages All All languages spoken by the caster (Understand, but not speak)
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Shell Smash - Wartortle can reduce his AC as a bonus action by 2 for this round and gain an d8 on his attacks.

Withdraw - Wartortle can revert back into his shell as a bonus action Making his AC 21 but unable to attack until he uses a bonus action to leave the shell.

Actions

MultiAttack - Wartortle can Taunt and then attack using either Mega Punch or Skull Bash, or make 2 attacks, one with Mega Punch and Skull Bash

Mega Punch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 3) bludgeoning damage.

Skull Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d6+3) bludgeoning damage.

Hydro Pump. (Recharge on a 5 or 6 on a d6) 30ft line, 5ft wide jet of high pressure water. Dexterity saving throw against your spell save DC taking 4d8 bludgeoning damage, or half on a save.

Taunt. As an action, all creatures of your choice within 30ft must make a wisdom save against your Spell Save DC. On a fail, they will be taunted by Wartortle. Trying to attack any other creature will be done at disadvantage.

Bonus Actions

Shell Smash - Wartortle can reduce his AC as a bonus action by 2 for this round and gain an d8 on his attacks.

Withdraw - Wartortle can revert back into his shell as a bonus action gaining +3 to his AC but unable to attack until he uses a bonus action to leave the shell.

Previous Versions

Name Date Modified Views Adds Version Actions
1/27/2022 2:47:00 PM
5
1
1
Coming Soon
Devinedarkness

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