Armor Class 17 (natural armor)
Hit Points 75 (10d10 + 20)
Speed 30 ft., swim 40 ft.
Senses darkvision 60 ft., passive Perception 11
Languages —
Challenge 3
Amphibious. The turtle can breathe air and water.
Stable. Whenever an effect knocks the turtle prone, it can make a DC 10 Constitution saving throw to avoid being knocked prone. A prone turtle is upside down. To stand up, it must succeed on a DC 10 Dexterity check on its turn and then use all its movement for that turn.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage.
ToA, p. 222