Chill Turtle (5e Creature)

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Chill Turtle[edit]

Large monstrosity, lawful neutral


Armor Class 20 (natural armor)
Hit Points 115 (11d10 + 55)
Speed 5 ft., swim 10 ft.


STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 20 (+5) 10 (+0) 20 (+5) 10 (+0)

Saving Throws Con +8, Wis +8
Skills Insight +8, Perception +8
Proficiency Bonus +3
Damage Vulnerabilities fire
Damage Resistances thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold
Senses passive Perception 18
Languages Aquan
Challenge 5 (1,800 XP)


Hold Breath. The turtle can hold its breath for 30 minutes.

ACTIONS

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

Cold Breath (Recharge 6). The turtle exhales an icy blast in a 30-foot cone. Each creature in that area must succeed on a DC 15 Dexterity saving throw or take 33 (6d10) cold damage.

BONUS ACTIONS

Invincible Shell. The turtle enters its shell, granting it a +5 bonus to its AC and is unaffected by any spell that would force it to make a saving throw. While the turtle is inside its shell, it can't take any actions, except a bonus action to emerge from its shell.


Chill turtles are generally defensive and slow moving, air-breathing, reptilian herbivores. Their most notable feature is their hard shell, which defends them from would-be predators. Protruding from their shells are four flippers, a head and a tail. Their flippers are ill suited for movement on land, but they aren't immobile.
This large turtle is found in the freezing ocean waters near arctic regions. When laying eggs, they will briefly appear on coasts.

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