17 (natural armor, 12 while prone)
75 (10d10+20)
walk 30 ft., swim 40 ft.
darkvision 60 ft.
3
The turtle can breathe air and water.
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.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage.