Amphibious. The dragon turtle can breathe air and water.
Magic Resistance. The Baby Tuskwind Dragon Turtle has advantage on saving throws against spells and other magical effects.
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: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage. If the target is a creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the island dragon turtle can’t bite another target.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 5) slashing damage.
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 5 feet away from the dragon turtle and knocked prone.
Swallow. The Baby Tuskwind Dragon Turtle makes one bite attack against a Tiny or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the dragon turtle, and it takes 28 (8d6) acid damage at the start of each of the Tuskwind Dragon Turtle's turns.
If the Baby Tuskwind Dragon Turtle takes 20 damage or more on a single turn from a creature inside it, the dragon turtle must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the island dragon turtle. If the island dragon turtle dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.
Steam Breath (Recharge 5–6). The dragon turtle exhales scalding steam in a 20-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.