b'Giant Hunter Turtle \n'b'  Large   beast ,  unaligned  \n'b'  Armor Class  15 (natural armor) \n'b' Hit Points  47 (5d10 + 20) \n'b' Speed  20 ft., swim 30 ft.\n'b' STATS STR: 17 (+3) DEX:  8 (-1)  CON:  18 (+4)  INT:  2 (-4)  WIS:  12 (+1)  CHA:  6 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills  Stealth +1 \n'b'   Senses  passive Perception 11 \n'b'   Languages  \xe2\x80\x93 \n'b'   Challenge  1 (200 XP) \n'b' SPECIAL TRAITS \n'b'  Hold Breath . The turtle can hold its breath for 20 minutes. \n'b'  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 While withdrawn, the turtle gains a +5 bonus to AC, has a speed of 0, makes Dexterity saving throws with disadvantage, and cannot make attacks or have a creature grappled. \n'b'  Swamp Camouflage . The turtle has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. \n'b' ACTIONS \n'b'  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\xe2\x80\x99t use its bite attack.'