Turtlefolk (5e Creature)

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Medium humanoid (lizardfolk), neutral

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

15 (+2) 10 (+0) 13 (+1) 7 (-2) 12 (+1) 7 (-2)

Skills Perception +3, Survival +5
Proficiency Bonus +2
Senses passive Perception 13
Languages Aquan, Draconic
Challenge 1 (200 XP)

Hold Breath. The turtlefolk can hold its breath for 15 minutes.


Multiattack. The turtlefolk makes two melee attacks: one with its bite and one with its mace.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.


Turtlefolk 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. Turtlefolk 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. Turtlefolk tend to stay under the water as they are faster underwater 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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