This long-tailed aquatic beast resembles a massive snapping turtle with draconic features.
Environment: Temperate aquatic
Organization: 1
Proficiency Score: +11
Huge; True Neutral; Animal, Aquatic, Mystical, Reptile
Armor Class: 25 (+6 Natural, -2 Size, +11 Proficiency Score)
Hit Points: 160 (10d12+40)
Speed: Land 20 feet, Swim 30 feet
Initiative: +0 (Advantage)
STR | DEX | CON | INT | WIS | CHA |
27 (+8) | 10 (+0) | 19 (+4) | 12 (+1) | 13 (+1) | 12 (+1) |
Saves:
- Fortitude +15
- Reflex +11
- Will +12
Skills:
- Athletics +19
- Diplomacy +12
- Insight +12
- Intimidation +12
- Perception +12
- Stealth +11
- Survival +12
Immunities:
- Effects with the fire tags
- Asleep, Paralyzed Conditions
Senses: Passive Perception: 22; Dark Vision 60 feet; Scent
Languages: Aquan, Common, Draconic
Legendary Action (1). A Dragon Turtle can use one extra action per round. This action can be spent at any point in the round directly after a creature’s turn ends and another begins.
Actions
Bite. Melee Strike +19/+14/+9 (reach 10 feet, unarmed) with 3d6+8 bludgeoning damage.
Breath Weapon (4, 5, or 6, 30-foot cone). Ranged Strike DC 22 Reflex Save with 8d6 fire damage, halved on a success. This is effective above and below water surfaces.
Claw. Melee Strike +19/+15/+11 (agile, reach 10 feet, unarmed) with 2d6+8 slashing damage.
Smash Breech. As a Triple Action, a Dragon Turtle can make a Charge against creatures and objects on the surface of the water. At the end of its charge, the Dragon Turtle breaches and then slams down onto the targets with incredible force. Any Large or smaller creatures or objects within the Dragon Turtle’s space must make a DC 22 Reflex Save to avoid 2d8 bludgeoning damage. Whether or not a creature rolled a successful Saving Throw, it is pushed into the nearest adjacent square to the Dragon Turtle.