Tortle Species in Honey Badger Adventures | World Anvil
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Tortle

Tortle (Race)

Ability Score Increase Strength +2, Wisdom +1
Size Medium
Speed 30

Claws: Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.   Hold: You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.   Natural Armour: Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.   Shell Defence: You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.   Survival Instinct: Proficiency in the Survival skill.

Languages. You can speak, read, and write Aquan and Common.

 

Tortle

Medium humanoid, lawful good
Armor Class 17 (Natural Armour)
Hit Points 22 4d8+4
Speed 30ft

STR
15 +2
DEX
10 0
CON
12 +1
INT
11 0
WIS
13 +1
CHA
12 +1

Senses Passive Perception 11
Languages Aquan, Common
Challenge 1/4


Hold Breath: The tortle can hold its breath for 1 hour.


Actions

Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.     Quarterstaff: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage when used with two hands.     Light Crossbow: Ranged Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit: 4 (1d8) piercing damage.     Shell Defence: The tortle 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 tortle 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.


 
Genetic Ancestor(s)

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