Amphibious. The dragon turtle can breathe air and water.
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: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage.
Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage.
Tail. Melee Weapon Attack: +13 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 20 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 18 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.
So, I created an "Elder" variant to throw at my players with a few tweaks
Simple 750 HP
20walk/50swim speed
STR 26 | DEX 14
DEX saving throw thusly adjusted to 8
Steam Breath 15d6 + 10 (setting a minimal 13 damage on a reflex save, absolute maximum of 100 damage, resistances and weaknesses not included, but essentially 25-100 damage range for a hit instead of 15-90)
It should prove to be quite the foe!
nice,do you think i could use it?
I had a pet salesmen sell my party a dragon turtle egg. They dont know what it is but they know whatever it is, it's gonna be ******* big. Lmfao.
anyone have a younger variant of this? i wanna throw a less powerful one at my party as a seamonster dwelling in a lake
look for homebrew.
There's a young one in Princes of the Apocalypse. They just lower the hit points to something like 220 and give it CR13.
The lack of legendary actions is interesting. I added them in for mine when I needed it to be a boss encounter and also added lair actions. The legendary actions are Detect, Tail Attack, and Shellshock. Shellhock costs 2 legendary actions - The dragon trutle swims up to 20 feet and slam its shell into each creature in its path (Strength saving throw). On a failure, they take 2d6+7 bludgeoning damage and are stunned until the end of the turtle's next turn.
I more or less lifted the Lair Actions from the Kraken but changed the elecrtified water to boiling or freezing water (dealer's choice) and changed the damage vulnerability to fire. The boiling water lair action also ignores underwater-based fire resistance.
yes
I'm using this for my beginning party on the first session. If it knocks out their HP, it's fine. They won't die, they'll just wake up on shore with the ship destroyed. They're prisoners on a prison ship, so I need an excuse to get it going. If they kill it, that'll be awesome. Bump those players up a few levels.
that seems terrifying. my friends have found one at level 8
one of my dm use this at small landmass we crashed a ship and washed up on it but we didnt know
I can make one in homebrew. It'l be done in about a week if all goes well.
Planning on using this for Ol' Cholms' stat block when I run Descent into Avernus. Based on the stories of Cholms sinking ships and the superstition around throwing gold coins in the harbor, this actually seems to fit pretty well. Should be fun :)
Critical role influx in 3,2,1...
Ayyyeee here we come
yeeeee
Anyone notice Marisha Ray is the one who says the creature name?
It's surprisingly not a legendary monster. No legendary action or legendary resistance.
Yeah, but why's it matter?
Both her and Matt Mercer voice the creature names for most of the creatures on DnD beyond currently. I believe Mercer said his one of his favorites was how he voiced "Tarrasque"