Medium Humanoid (Human, Shapechanger), Lawful Neutral
Armor Class 9 in humanoid form, 16 (natural armor) in turtle and hybrid forms
Hit Points 32 (5d8 + 10)
Speed 25 ft., swim 25 ft. (15 ft., swim 30 ft. in turtle form)
STR
13 (+1)
DEX
8 (-1)
CON
15 (+2)
INT
10 (+0)
WIS
15 (+2)
CHA
10 (+0)
Skills Perception +4
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Passive Perception 14
Languages Common (can’t speak in turtle form)
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Shapechanger. The wereturtle can use its action to polymorph into a turtle-humanoid hybrid or into a Medium turtle, or back into its true form, which is humanoid. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Hold Breath. The wereturtle can hold its breath for 1 hour.

Innate Spellcasting (Humanoid or Hybrid Form Only). The wereturtle's innate spellcasting ability is Wisdom (spell save DC 12). The wereturtle can innately cast the following spells, requiring no material components:

At will: druidcraftpoison sprayresistance
2/day each: create or destroy watercure woundsentanglepass without tracespike growth
1/day: plant growth

Stable (Turtle Form Only). Whenever an effect knocks the wereturtle prone, it can make a DC 10 Constitution saving throw to avoid being knocked prone. A prone wereturtle 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.

Underbelly (Turtle or Hybrid Form Only). While the wereturtle is prone, the AC from its natural armor is reduced by 4.

Actions

Bite (Turtle or Hybrid Form Only). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereturtle lycanthropy.

Slam (Humanoid or Hybrid Form Only). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage.

Sling (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

Poison Spray (Cantrip, Humanoid or Hybrid Form Only). One creature that the wereturtle can see within 10 feet of it must succeed on a DC 12 Constitution saving throw or else take 13 (2d12) poison damage.

Withdraw (Turtle or Hybrid Form Only). The wereturtle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and it has advantage on Strength and Constitution saving throws. While the wereturtle is in its shell, its 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 its shell.

Description

A wereturtle is a rare kind of lycanthrope whose curse is interwoven with primal magic. They are solitary and reserved, careful to evaluate anything before making a judgment. Wereturtles almost never attempt to pass on their curse, only doing so when they find a land that is out of balance with nature and in need of protection.

Most wereturtles live as isolated hermits in the deep wilderness, guarding the environment against harm.

Monster Tags: Shapechanger

Habitat: CoastalDesertGrasslandHillSwampUnderwater

BenevolentEvil

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