Fell Turtle (5e Creature)

Fell Turtle

Medium undead, chaotic evil


Armor Class 14 (natural armor)
Hit Points 9 (2d8)
Speed 10 ft., climb 5 ft., swim 20 ft.


STR DEX CON INT WIS CHA
13 (+2) 6 (+0) 10 (+1) 5 (-3) 5 (+0) 4 (-3)

Damage Vulnerabilities cold, radiant
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10
Languages
Challenge 1 (200 XP)


Underwater Camouflage. The turtle has advantage on Dexterity (Stealth) checks made while underwater.

ACTIONS

Snap. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage

REACTIONS

Withdraw. It can withdraw its arms, legs, and head into its shell as a reaction. While it is withdrawn, it gains a +5 bonus to AC and is immune to any effect that would move it, but it cannot move or perform any actions, and it can only see in front. It may exit its shell as a bonus action.

A facetiously sturdy-looking discolored turtle, rumored to be the agglutination of many a dead turtle. It hides a ridiculously powerful jaw and a rather low tolerance for damage.


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gollark: No, reacting just means to do something, that could be overreacting, underreacting *or* reacting the right amount.
gollark: No, we need to react the right amount.
gollark: I mean, I suppose if you're dead you're less likely to be hired.
gollark: I doubt it, not sure how that would work.
gollark: Definitely still bad though, but not *that* bad.
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