17 (natural armor)
33 (6d8+6)
walk 30 ft.
Animal handling +4, Nature +2, Survival +4
Aquan, Common
2
The tortle can hold its breath for 1 hour.
The tortle is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared: • Cantrips (at will): druidcraft, guidance, produce flame • 1st level (4 slots): animal friendship, cure wounds, speak with animals, thunderwave • 2nd level (3 slots): darkvision, hold person
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands.
The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is prone, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to emerge.
17 (natural armor)
33 (6d8 + 6)
walk 30 ft.
Animal Handling +4, Nature +2, Survival +4
Aquan, Common
2
+2
The tortle can hold its breath for 1 hour.
The tortle makes four Claw attacks or two Nature's Wrath attacks.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Ranged Spell Attack: +4 to hit, range 90 ft., one target. Hit: 9 (2d6 + 2) damage of a type chosen by the tortle: cold, fire, lightning, or thunder.
The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is prone, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to emerge.
The tortle casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12): • At will: druidcraft, guidance • 2/Day each: cure wounds, hold person, speak with animals, thunderwave