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.
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.
Comments