Giant Hunter Turtle

Large beast, unaligned

Armor Class 15 (natural armor)
Hit Points 47 (5d10 + 20)
Speed 20 ft., swim 30 ft.

17 (+3) 8 (-1) 18 (+4) 2 (-4) 12 (+1) 6 (-2)

Skills Stealth +1

Senses passive Perception 11


Challenge 1 (200 XP)


  • Hold Breath. The turtle can hold its breath for 20 minutes.
  • Withdraw. On its turn, the turtle can use a bonus action to withdraw into or emerge from its shell. While withdrawn, the turtle gains a +5 bonus to AC, has a speed of 0, makes Dexterity saving throws with disadvantage, and cannot make attacks or have a creature grappled.
  • Swamp Camouflage. The turtle has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.

  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 12). Until this grapple ends, the turtle automatically deals 6 (1d6 + 3) bludgeoning damage to the target at the start of each of its turns and can’t use its bite attack.
  • Section 15: Copyright Notice

    The Whispering Fen © 2019, The Eldritch Press; Authors Fletcher Haug and Guy Corey

    This is not the complete section 15 entry - see the full license for this page