Amphibious. The Turtle Hut can breathe air and water.
Siege Monster. The Turtle Hut deals double damage to objects and structures.
Multiattack. The Turtle Hut makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.
Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage. On a successful hit the Turtle Hut automatically grapples a creature size large or smaller. So long as the creature remains grappled in the Turtle Hut's mouth a bite attack is considered an automatic hit.
Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage. On a successful hit the Turtle Hut can automatically grapples a creature size large or smaller. It can not claw with the arm a creature is grappled in. It can make a bite attack at advantaged against a creature grappled in its claws.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the Turtle Hut and knocked prone.
The Turtle Hut can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The Turtle hut makes a Wisdom (perception) check.
Bite Attack. The Turtle hut makes a bite attack.
Claw Attack (2). The Turtle hut makes two claw attacks.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), the Turtle Hut takes a lair action to cause one of the following effects; the Turtle Hut can’t use the same effect two rounds in a row:
- Pools of swamp muck that the Turtle Hut can see within 120 feet of it pull the creatures in it downward. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled into the ground and are considered grappled. It takes a creatures full movement for them to pull themselves out of the muck.
- A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the Turtle Hut chooses within 120 feet of it. The cloud spreads around corners and remains until the Turtle Hut dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d10) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d10) piercing damage.
- Magical mist spreads from a point the Turtle Hut chooses within 60 feet of it, filling a 15-foot-radius sphere until the Turtle Hut dismisses it as an action, uses this lair action again, or dies. The mist spreads around corners. The mist is magical heavy obscurement and creatures are considered blinded.
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