Axiomatic Rules. The Combat Turtle will follow its creator's orders to the letter, though considers metaphors when calculating directive.
Careful Aim. If the Combat Turtle has not moved since its last turn, the Combat Turtle may choose to gain advantage on an attack roll of its "War Cannon" . attack. After doing so, the Combat Turtle is unable to move, by friend or foe, until its next turn.
Constructed Nature. An Combat Turtle doesn't require air, food, drink, or sleep.
Repeating Shot. The Combat Turtle can choose any time when using war cannon, to not expend amination, though changing the damage type to force.
Shielding Hull. Any creature riding the Combat Turtle is considered in three quarters cover.
Protect(Recharge 6). The Combat Turtle emanates a blue aura around itself for a brief moment, causing every creature of its choice within 15 feet to gain (2d4 + 8) temporary hitpoints.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 8(1d6 + 5) Slashing damage.
War Cannon. Ranged Weapon Attack: +11 to hit, range 200/800 ft., 1 target. Hit: 25(6d6 + 5) Bludgeoning damage.
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