Large Swarm of Large beasts, Typically Neutral
Armor Class 16 Natural Armor, 12 While Prone
Hit Points 75 (12d12 + 20)
Speed 30 ft., Swim 40 ft.
STR
19 (+4)
DEX
10 (+0)
CON
14 (+2)
INT
2 (-4)
WIS
12 (+1)
CHA
5 (-3)
Damage Resistances Bludgeoning
Senses Darkvision 60 ft., Passive Perception 10
Languages Understands Common
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.

Spiked Shell. Along the ridge of the shell is lined with two inch spikes, that if hit with it the creature takes 1D4 melee damage and must succeed on a DC 12 Strength check or be knocked prone.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage.

Spiked shell. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit 12(3d4+3) piercing damage.

 

Reactions

When hit by a regular slashing or bludgeoning attack toss a coin and call the side. If right the turtle will draw into its shell and give itself +2AC.

XandrosTheStill

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