Armor Class 17 Natural Armor
Hit Points 75 (10d10 + 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)
Senses Darkvision 60 ft. , Passive Perception 11
Languages --
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.

Prone AC. AC is 12 while prone

Actions

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

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Baby Zaratan from SJ-DC-MONSTER-03 Zaratan

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: Misc CreatureElementalpet

Stihl_Urghul

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