Armor Class
16
Natural Armor
Hit Points
26
(4d8 + 8)
Speed
20 ft., Swim 30 ft.
STR
16
(+3)
DEX
13
(+1)
CON
14
(+2)
INT
2
(-4)
WIS
12
(+1)
CHA
5
(-3)
Skills
Perception +3, Stealth +2
Senses
Passive Perception 13
Languages
--
Challenge
1 (200 XP)
Proficiency Bonus
+2
Traits
Amphibious. The turtle can breathe air or 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.
Actions
Bite. Melee Weapon Attack. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 12 (2d8 + 3) piercing damage, and the target is grappled (escape DC 16). Until the grapple ends, the target is restrained, and the turtle can't bite another target.
Description
Often covered in algae and lurking in fresh water completely camouflaged, these turtles can reach 400 lbs and live for 200 years.
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