Large Beast, Neutral
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 While withdrawn, it gains a +4 bonus to AC and gains resistance to all damage.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

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Environment: CoastalSwampUnderwater

SeCrit

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