Amphibious. The dragon turtle can breathe air and water.
Colossal. The dragon turtle is immune to forced movement, does not provoke opportunity attacks and cannot make opportunity attacks.
In addition, whenever the dragon turtle makes a weapon attack, regardless of whether the attack hits or misses, each creature within 40 feet of the attack's target other than the target or the dragon turtle itself must succeed on a DC 20 Dexterity saving throw or takes half the attack's damage.
Empowered Attacks. The dragon turtle's weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks.
False Appearance. While the dragon turtle remains motionless at the ocean's surface, it is indistinguishable from a normal, mountainous island.
Heavy Sea. If the dragon turtle is awake, the sea within 600 feet of it becomes rough. The water within that area counts as difficult terrain. Characters might experience strong, unexpected currents and high waves, resulting in ships capsizing or breaking apart and other dangers, on DM's discretion.
Indestructible Shell. The dragon turtle's shell is treated as terrain creatures can walk on and is indestructible. The dragon turtle is immune to any attack, spell or other effect that only targets its shell or only includes its shell in its area of effect. To affect or damage the dragon turtle, an attack, spell or other effect must target its head or limbs, or include them in its area.
Inflexible. The dragon turtle is incapable of targeting a creature on its shell with an attack or with its breath weapon. It also automatically fails any dexterity saving throw.
Legendary Resistance (5/day). If the dragon turtle fails a saving throw, it can choose to succeed instead.
Lightning Absorbtion. When the dragon turtle is subjected to lightning damage, it takes no damage and instead regains an amount of hit points equal to the lightning damage.
Moving Island. The dragon turtle ignores difficult terrain and can enter spaces occupied by other creatures. Depending on whether the dragon turtle is moving in the water or on land, the following effects happen to creatures in its path:
- If the dragon turtle enters another creature's space in water, that creature is harmlessly pushed aside by the current. A creature that comes within reach of the shell can also use its reaction to make a DC 20 Strength (Athletics) check to latch onto the shell.
- If the dragon turtle is moving on land, the first time on a turn it enters the space of another creature, that creature must make a DC 20 Dexterity saving throw or take 52 (8d12) bludgeoning damage and be knocked prone.
Multiattack. The dragon turtle uses its Wild Current or, if it is swimming at the ocean's surface, its Titan's Dive, and makes three attacks: one with its bite or tail and two with its claws.
Bite. Melee Weapon Attack: +19 to hit, reach 80 ft., one target. Hit: 62 (8d12 + 10) piercing damage plus 26 (4d12) lightning damage. The target is unable to use any reactions until the start of its next turn and the dragon turtle can grapple it as part of that attack.
Claw. Melee Weapon Attack: +19 to hit, reach 80 ft., one target. Hit: 46 (8d8 + 10) slashing damage. If the target is submerged in water, it must succeed on a DC 20 Strength saving throw or be knocked prone by turbulences in the water resulting from the attack. If the target is not submerged in water, it must succeed on a DC 20 Strength saving throw or be thrown up to 3d6 × 10 feet away from the dragon turtle, landing prone.
Tail. Melee Weapon Attack: +19 to hit, reach 120 ft., one target. Hit: 54 (8d10 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.
Titan's Dive. The dragon turtle uses all its movement to dive beneath the water's surface. As the water swallows it and crashes together over it, all creatures on the dragon turtle's shell and all creatures within 600 feet of the dragon turtle in the water must make a DC 20 Strength saving throw. On a failure, they take 52 (8d12) bludgeoning damage and suffer the following effects:
- Creatures on the dragon turtle's shell are caught in the current and washed off the shell. They end up in random spaces along the path the dragon turtle took.
- Creatures that were within 600 feet of the dragon turtle in the water are caught in the current and are drawn up to 3d6 × 10 feet towards the location the dragon turtle was at at the start of its turn.
Creatures who succeed on the saving throw take half damage without other consequences. If they were on the turtle's shell, they can continue to cling to it.
Wild Current. The dragon turtle, while in water, creates a strong current in a 600-foot line that is 60 feet wide. All creatures caught in that current must make a DC 20 Strength saving throw. On a failure, they are pulled up to 3d6 × 10 feet closer to the dragon turtle or pushed the same distance away (the dragon turtle's choice) and are knocked prone.
Steam Breath (Recharge 5–6). The dragon turtle exhales steam in a 1200-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 72 (16d8) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage. Until the start of the dragon turtle's next turn the area covered by the breath is heavily obscured by steam or bubbles in the water.
Armor of Storms. Lightning temporarily surrounds the dragon turtle, and it gains 60 temporary hit points until the start of its next turn. Until all these temporary hit points are gone, any creature that touches the dragon turtle, starts its turn while in cotact with the dragon turtle or hits it with a melee attack takes 26 (4d12) lightning damage.
Emerge. The dragon turtle emerges from its shell after having used its Withdraw reaction.
Lightning Rod. If the dragon turtle can see a creature within 600 feet of it taking lightning damage, it can use its reaction to draw in the lightning. In this case, that creature takes no damage and the dragon turtle takes the damage in its place.
Withdraw. If the dragon turtle takes a critical hit, it can use its reaction to withdraw into its shell. In this state it has total cover, but it cannot move or take actions until it uses a bonus action on its turn to emerge again.
The ancient dragon turtle can take 5 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The ancient dragon turtle regains spent legendary actions at the start of its turn.
Attack. The dragon turtle makes one claw or tail attack.
Rush. The dragon turtle moves up to its speed. If it is submerged in water, all creatures on its shell must make a DC 20 Strength saving throw or be washed off the shell by the current.
Lightning Strike. This legendary action can only be used if the dragon turtle's Armor of Storms is active. A lightning bolt strikes a point within 600 feet of the dragon turtle. All creatures within 10 feet of that point must make a DC 20 Dexterity saving throw, taking 36 (8d8) lightning damage on a failure or half as much on a success
Maelstrom (Costs 2 Actions). The dragon turtle targets a point within 1200 feet of it that is within water. A maelstrom with a radius of 60 feet at the top and a depth of 60 feet appears at that point. Until the start of the dragon turtle's next turn, this area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 36 (8d8) bludgeoning damage and be pulled into the center of the maelstrom, where it becomes restrained.
Boiling Aura (Costs 3 Actions, recharge 5–6).The dragon turtle radiates intense heat. The water within 120 feet of the dragon turtle starts boiling, causing the area to be heavily obscured by steam or bubbles in the water. The effects last until the start of the dragon turtle's next turn. Until then, whenever a creature starts its turn within 120 feet of the dragon turtle, that creature must succeed on a DC 20 Constitution saving throw or take 54 (12d8) fire damage. Being underwater doesn't grant resistance against this damage.
Description
The ancient dragon turtle is a mythical creature, as large as a decently-sized island, reaching a length of one mile or more. It is fair to say that ancient dragon turtles might very well be the largest living creatures in existence, at least on the Material Plane - their mouth alone is large enough to swallow a kraken whole. An ancient dragon turtle does not just stand out due to its size, it also is of an incredible age, having seen and survived ages where men and elves were not yet part of the world. A dragon turtle wyrmling can be considered a young dragon turtle at the age of a few thousand years, which is the same age a true dragon would aready be considered ancient, and it takes a few tens of thousands of years to grow into an adult dragon turtle. One can only imagine how long it would take for an adult dragon turtle to grow into an ancient one.
Ancient dragon turtles usually slumber for years, decades, centuries or even longer - during that time, they float at the ocean's surface, they essentially become large, mountainous swimming islands, giving nature a chance to conquer their shell. And sometimes, even people start settling on the back of a dragon turtle, mistaking it for an island - until, in a catastrophic event, the island reveals its true nature and awakens.
World-Bearers. Ancient dragon turtles are so large and slumber for so long, that an entire self-sufficient ecosystem can develop on their hard back, including forest, moss, grass and various kinds of animals, with large sea-birds nesting at the highest points of the shell. The back of a dragon turtle is large enough for adventurers to live on it and to explore it like a normal island. In combat, characters may need to move across the shell to reach the vulnerable head and limbs of the turtle, while overcoming various challenges imposed by the unusual and in some places difficult-to-traverse terrain.
Similarly, a dragon turtle that spent a long time submerged might have become the base of a great coral reef, with its shell becoming home to unique, beautiful forms of life from the deeps. Whatever kind of world a dragon turtle bears, from time to time, when the turtle awakens, it undergoes great change.
Dungeons Within. The shell of a dragon turtle, while solid on the outside and sturdy enough to protect the dragon turtle against any damage, might actually be home to cave systems or other kinds of dungeons. Maybe someone mistook it for an island thousands of years ago and built a barrow for a fallen legend, full of treasure, in its shell? Maybe other creatures lair within the turtle's shell, not aware of this island actually being a living creature by itself?
Devourer of Ships. An angered dragon turtle might swallow an adventurer or even a whole ship with its bite attack. In this case, the swallowed character(s) could either be subjected to the usual rules for swallowing (blinded, restrained, total cover, taking 36 (8d8) acid damage at the start of each of their turns), or the DM could decide the turtle's inside is spacious enough to have the character navigate the dragon turtle's massive body as if it was a giant, living dungeon. They might encounter unique hazards in there, such as stomach acid, old shipwrecks - and even monsters that live there naturally or have been swallowed whole by the dragon turtle.
Lair and Lair Actions
An ancient dragon turtle's lair is usually an underwater cave or a coral reef situated deep beneath the waves where the ocean reaches its greatest depths and is accommodated by submarine volcanic activities including hydrothermal deep-sea vents and even volcanoes erupting glowing hot lava into the cold sea-water. The area around an ancient dragon turtle's lair is a desirable target for natural explorers, as deep-sea volcanism creates a unique habitat, which allows for unusual and exceptionally rare and almost alien forms of life to manifest there. However, considering the immense depths in which these lairs are found and the dangers that loom there, the journey to a dragon turtle's cave and the volcanic fields around it is a dangerous expedition, only suited for skilled adventurers who have the training and magic necessary to survive in these immense depths.
In terms of cave structure and layout, a dragon turtle's lair usually is eerily similar to the seaside caves preferred by topaz and bronze dragons, although of course of an entirely different scale. An ancient dragon turtle is largely unconcerned with the design of its lair and rarely if ever works to improve it, as its primary concern is the lair's size - it must be large enough for a creature that by itself is the size of an island, and it must provide enough space for that creature's hoard. Ancient dragon turtles hoard treasure in their lair like any other dragons, and their hoards, as ancient as their owners, can tell stories of long-forgotten ages. Not just gold, jewellery and magic items are found in such a hoard, but also entire ships and even artifacts from the very beginning of the world - artifacts that were not created by elven- or humankind, but by whatever was there before.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon turtle can take one of the following lair actions; the dragon turtle can't take the same lair action two rounds in a row:
- Steam Eruption. 1d4 hydrothermal vents erupt clouds of steam and smoke, with each cloud causing an area of a 90-feet cone to be heavily obscured until initiative count 20 on the next round. Each creature in at least one of these areas must make a DC 20 Constitution saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.
- Entangle. Strands of kelp and tentacles from strange deep-sea forms of life reach out within a 20-foot-tall cylinder with a radius of 60 feet centered on a point on a solid surface to ensnare any intruders to the lair. Each creature within the area must make a DC 20 Dexterity saving throw or be restrained until the end of its next turn.
- Deep-Sea Quake. An earthquake hits the lair, causing it to shake violently. The water grows turbulent and pieces of debris break loose. Each creature within the lair must make a DC 20 Strength saving throw. On a failure it takes 26 (4d12) bludgeoning damage and is knocked prone, on a success it takes half as much damage without other effects. In addition, the whole lair counts as difficult terrain until initiative order 20 on the next round.
- Submarine Lava Flow. A fissure opens and erupts lava, covering an area along the grounds that is up to 600 feet long and up to 60 feet wide. Each creature that starts its turn within that area takes 55 (10d10) fire damage. Being underwater doesn't grant resistance against this damage. The lava flow lasts for 1 minute or until the dragon turtle uses this lair action again.
- Toxic Fumaroles. 1d4 vents in the lair release toxic gas into the water. Each creature within 60 feet of at least one of these vents must make a DC 20 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, a creature is unable to breathe. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Regional Effects
The region containing an ancient dragon turtle's lair can be transformed by its presence, resulting in one or more of the following effects:
- Strong currents try to push unwanted visitors away from the lair. These currents can be first encountered within 15 miles of the lair and become more common closer to the lair.
- The region within 10 miles of the lair is a field of geothermal deep-sea vents and sometimes even a showplace of submarine volcanic eruptions. This causes the water to reach temperatures of a hundred or more degrees in some places, while toxic gases released into the water by volcanic vents might make breathing difficult to impossible even for most water-breathing creatures.
- Within 10 miles of the lair, the fields of deep-sea vents and submarine volcanoes create a habitat for unusual deep-sea creatures and other strange forms of life ranging from tiny worms to gargantuan monsters, while most fish and other well-known common sea creatures are deterred by the environment or straight up unable to survive there.
- Within 5 miles of the lair, crevasses in the ocean floor form portals to the depths of the Elemental Plane of Water and to elemental border regions, where the Elemental Plane of Water and the Elemental Plane of Fire merge, allowing creatures of elemental water and of elemental fire to pass into the world to dwell nearby.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
---|---|---|---|---|---|
10/31/2021 10:30:37 PM
|
33
|
2
|
--
|
Coming Soon
|
|
11/1/2021 9:40:12 AM
|
47
|
1
|
--
|
Coming Soon
|
|
11/1/2021 9:43:47 AM
|
74
|
1
|
--
|
Coming Soon
|
|
11/1/2021 5:23:28 PM
|
3550
|
14
|
1.0.2
|
Coming Soon
|
|
11/17/2021 12:26:14 PM
|
7184
|
84
|
1.0.2
|
Coming Soon
|
|
11/20/2021 5:44:54 PM
|
873
|
0
|
1.0.3
|
Coming Soon
|
|
11/20/2021 7:01:03 PM
|
879
|
0
|
1.1
|
Coming Soon
|
|
11/21/2021 9:35:41 PM
|
884
|
1
|
1.1.1
|
Coming Soon
|
Comments