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.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) piercing damage. The target must succeed on a DC 12 Strength saving throw or be grappled. While a target is grappled by the war turtle it can't use it's bite attack. Only one target can be grappled.
Shell Defence. The War Turtle can withdraw into it's shell as an action. Until it emerges, it gains a +4 bonus to it's AC, and it has advantage on Strength and Constitution saving throws. While in it's shell, it's speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to emerge from it's shell.
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