THE SHARED REFERENCE Adventurer

Monster

Turvy

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Official reference · OotA · 2014

Creature type
Humanoid
Size
Small
Armor class
12
Hit points
33 (6d8 + 6)
Speed
Walk 20 ft.
Challenge rating
2
Alignment
Lawful Evil
Strength
10
Dexterity
15
Constitution
12
Intelligence
11
Wisdom
10
Charisma
8
Passive Perception
12
Skills
perception: +2; stealth: +4
Senses
darkvision 120 ft.
Languages
Gnomish, Terran, Undercommon
Immunities
immune: bludgeoning, piercing, slashing; note: from nonmagical attacks that aren't silvered; cond: True

Traits

Shapechanger

Turvy can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Keen Smell

Turvy has advantage on Wisdom (Perception) checks that rely on smell.

Gnome Cunning

Turvy has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Stone Camouflage

Turvy has advantage on Dexterity (Stealth) checks to hide in rocky terrain.

Actions

Multiattack (Humanoid or Hybrid Form Only)

Turvy makes two attacks, only one of which can be a bite.

Bite (Rat or Hybrid Form Only)

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.

Shortsword (Humanoid or Hybrid Form Only)

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

Hand Crossbow (Humanoid or Hybrid Form Only)

Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Innate Spellcasting

Turvy's innate spellcasting ability is Intelligence (spell save DC 10). Turvy can innately cast the following spells, requiring no material components:

At will: nondetection (self only)

1/day each: blindness/deafness, blur, disguise self

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