Turtlefolk (5e Creature)

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Turtle People

Medium humanoid (lizardfolk), neutral


Armor Class 18 (Natural armor)
Hit Points 22 (1d8+4)
Speed 20 ft., swim 40 ft.


STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 7 (-2) 12 (+1) 7 (-2)

Skills Perception +3, Survival +5
Senses passive Perception 11
Languages draconic, aquan
Challenge 1 (200 XP)


Hold Breath. The turtle people are able to hold their breath for 30 minutes, making it easy for them to swim under things like ice, or through a subcutaneous cavern that is full of water to get the drop on their enemies.

ACTIONS

Multiattack. The turtle person can make any 2 melee attacks.

Shell. Melee Weapon Attack: +4 to hit, reach 5 feet, one target. On hit: 7 (1d6+4) bludgeoning damage.

Mace. Melee Weapon Attack: +4 to hit, reach 5ft., one target. On hit: 9 (1d6+6) bludgeoning damage.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. On hit: 6 (1d6+3) piercing damage.


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Turtle people are much like lizardfolk, except for a very distinct difference. They will go out of their way to save humanoids from the lizardfolk, but not because of some higher morality, but because they absolutely hate the lizardfolk. Turtle people have no sense of morality aside from the basic thoughts of honor, do not kill what has not attacked you. They are powerful creatures that love to train their children, to help them keep themselves safe, and once their training is complete, they are seen as mature warriors. Turtle people tend to stay under the water as they are faster under water and they can build entire communities underneath the waves out of coral, ocean rock, even sunken ships, anything to keep themselves hidden from humanoids. All they want is to be left alone and undisturbed from humanoid interference, and to stay away from their distant cousins, the lizardfolk.


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