Amphibious. The dragon turtle can breathe air and water.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Optional Dragon Features.
Conductive Scales. The dragon has disadvantage on saving throws against bolts of lightning or spell effects that deal lightning damage.
Multiattack. The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone.
Steam Breath (Recharge 5–6). The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.
Comments