Armor Class
17
Natural
Hit Points
73
(7d12 + 28)
Speed
30 ft., walk 20 ft.
STR
16
(+3)
DEX
8
(-1)
CON
19
(+4)
INT
4
(-3)
WIS
9
(-1)
CHA
6
(-2)
Saving Throws
STR +5, CON +6
Damage Resistances
Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses
Passive Perception 9
Languages
--
Challenge
2 (450 XP)
Proficiency Bonus
+2
Hold Breath. The Giant Turtle can hold its breath for up to 1 hour underwater.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., 1 target. Hit: 10 (2d6 + 3) piercing damage.
Reactions
Withdraw. As a reaction upon being targeted by an attack it can see, the Giant Turtle can withdraw into its shell. While withdrawn, it gains a +4 bonus to AC and gains resistance to all damage.
It's also blinded, has a movement speed of 0, is considered prone, and can use a bonus action on its turn to emerge from its shell.
Description
Enter a general description for your monster here.
Ha. I believe critical roll used this. Not bad