Large Beast, Unaligned
Armor Class 17 Natural Armor, 20 in shell
Hit Points 75 (10d10 + 20)
Speed 30 ft., Swim 40 ft.
STR
19 (+4)
DEX
10 (+0)
CON
14 (+2)
INT
4 (-3)
WIS
14 (+2)
CHA
6 (-2)
Senses Darkvision 60 ft., Passive Perception 11
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Amphibious. The turtle can breathe air and water.

Stable. Whenever an effect knocks the turtle prone, it can make a DC 10 Constitution saving throw to avoid being knocked prone. A prone turtle is upside down. To stand up, it must succeed on a DC 10 Dexterity check on its turn and then use all its movement for that turn.

Retreat. When dismounted, the turtle can pull its head and legs into its shell, giving the turtle an AC of 20.

Shell Protection. War turtles have had their shells modified so that when the rider gets on the specialized saddle, they slide their legs inside the turtle’s shell. This protection can give the rider a +2 to their AC. 

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage. The target must succeed on a DC 12 Strength saving throw or be grappled.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

drjustinhamrick

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