Medium Humanoid (Tortle), Neutral
Armor Class 20
Hit Points 155 (14d10 + 70)
Speed 25 ft.
STR
20 (+5)
DEX
10 (+0)
CON
20 (+5)
INT
14 (+2)
WIS
16 (+3)
CHA
14 (+2)
Skills Athletics +8, Insight +6, Perception +6
Senses Passive Perception 16
Languages Aquan, Common
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Armored Shell.

Boruk's shell gives him AC 20.

Tortle Resilience.

Boruk has advantage on saving throws against poison and resistance to poison damage.

Actions

Multiattack.

Boruk makes two Iron Club attacks.

Iron Club.

Melee Weapon Attack: +8 to hit, reach 5 ft.
Hit: 14 (2d8 + 5) bludgeoning damage.

Shell Slam.

Melee Weapon Attack: +8 to hit, reach 5 ft.
Hit: 16 (2d10 + 5) bludgeoning damage.

The target must succeed on a DC 16 Strength saving throw or fall prone.

Smuggler's Surprise (Recharge 5–6).

Boruk throws a concealed explosive at a point within 30 feet.

Each creature within 15 feet makes a DC 16 Dexterity saving throw, taking 17 (5d6) fire damage on a failure, or half on success.

Creatures that fail are also knocked prone.

Bonus Actions

Shell Defense.

Boruk withdraws into his shell.

Until he leaves:

  • AC becomes 23.
  • Speed becomes 0.
  • Boruk has advantage on Strength and Constitution saving throws.
  • Boruk cannot take reactions.

Boruk can leave his shell as a bonus action.

Reactions

Brace.

When Boruk takes damage from an attack, he reduces the damage by 8 (1d8 + 4).

Tenuthiel

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