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.
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.
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.
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