Gargantuan Dragon (Titan), Neutral
Armor Class 24 (natural armor)
Hit Points 608 (32d20 + 278)
Speed 20 ft., Swim 40 ft.
STR
29 (+9)
DEX
10 (+0)
CON
29 (+9)
INT
10 (+0)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws DEX +7, CON +16, WIS +8, CHA +8
Damage Resistances Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 11
Languages Aquan, Draconic
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Amphibious. Chelone can breathe air and water.

Freedom of Movement. Chelone ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Siege Monster. Chelone deals double damage to objects and structures.

Legendary Resistance (3/day). If Chelone fails a saving throw, it can choose to succeed instead.

Actions

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: +15 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 9) piercing damage.

If the target is a Large or smaller creature, it must make a DC 21 Dexterity Saving Throw or that creature is swallowed. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Chelone, and it takes 42 (12d6) acid damage at the start of each of the Chelone's turns. Chelone's internal AC is 20.

If Chelone takes 50 damage or more on a single turn from creatures inside it, he must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Chelone. If the Chelone dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 9) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone.

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.

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 21 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.

Legendary Actions

Chelone can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Tail Attack. The dragon makes a tail attack.

Flipper Attack (Costs 2 Actions). The dragon beats its flippers. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. Chelone can then swim up to half its swimming speed.

Swimming Tackle (Costs 3 Actions). If submerged in water, Chelone moves up to its swimming speed at high speed. Any creature in its path must succeed on a DC 22 Dexterity saving throw or take 22 (2d8+12) Bludgeoning damage, be pushed 10 feet away and be knocked prone. On a successful saving throw, creatures take half damage and are not knocked prone.

Lair and Lair Actions

Lair actions:

On initiative count 20 (losing initiative ties), Chelone takes a lair action to cause one of the following magical effects:

-A Geyser bursts scolding steam at a creature Chelone can see within 120 feet of it. The creature must succeed on a DC 17 Dexterity saving throw or take 14 (4d6) fire damage and be knocked 10 feet away and be knocked prone, taking half as much on a successful save and is not knocked prone.

-A whirlpool of radius 10ft forms within a space up to 30 feet from Chelone and moves up to 40 feet towards a creature of Chelone's choosing. The creature, if large or smaller, must succeed on a DC 17 strength saving through or take 7 (2d6) bludgeoning damage and be sucked into the whirlpool and be restrained and grappled. The target is unable to breathe unless it can breathe water. If the saving throw is successful, the target takes half damage and is pushed out of the whirlpool's space. The whirlpool can take in one large creature or two medium/small creatures. At the start of their turn, any creature within the whirlpool takes 7 (2d6) bludgeoning damage. Creatures within the whirlpool may use their action to make a DC 19 Athletics check, or a DC 23 Acrobatics check) to escape to an adjacent square. A creature within 5ft of the whirlpool can use an action to attempt to pull a creature out, requiring a successful DC 20 Athletics check.

- Creatures in the water within 60 feet of Chelone have vulnerability to fire damage until initiative count 20 on the next round.

Habitat: CoastalUnderwater

MonkeyDave

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