Wartortle (5e Creature)
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Wartortle
Small elemental, any alignment Armor Class 17 (natural armor)
Damage Vulnerabilities lightning Innate Spellcasting (3/Day each). The wartortle’s spellcasting ability is Dexterity (Spell Save DC 13). The wartortle can innately cast fog cloud, create or destroy water, ray of frost, and false life without using any components. Rain Dish. While submerged in water or outside during rain, the wartortle regains 5 hit points at the start of each of its turns. ACTIONSTackle. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. Water Pulse. Ranged Weapon Attack: +5 to hit, range 60/180 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. Shell Defense. The wartortle 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 wartortle 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.
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The biggest difference between squirtle and their evolution, wartortle, is that wartortle is more battle-oriented, waiting for the next attacker to destroy. They are normally puppy-dog loyal to their trainers who, for the most part, had them their whole life and would do anything to defend them. Wartortle look more mature than their smaller counterparts, and they've dropped the "Tiny" in the classification name, becoming the "Turtle Pokémon". |
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