Gargantuan Beast, Lawful Good
Armor Class 24 Natural Armor
Hit Points 492 (24d20 + 240)
Speed 40 ft., Swim 80 ft.
STR
30 (+10)
DEX
10 (+0)
CON
30 (+10)
INT
10 (+0)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws STR +18, CON +18, WIS +11
Skills Intimidation +8, Nature +7, Stealth +7
Damage Resistances Acid, Bludgeoning, Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Charmed, Frightened, Petrified, Poisoned, Prone
Senses Blindsight 120 ft., Passive Perception 13
Languages Aquan, Common, Draconic, Elvish, Sylvan, Telepathy 120 ft.
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Aquatic Stealth. While in water the turtle has advantage on Dexterity (Stealth) checks.

Cavernous Maw. If the turtle leaves its mouth open it looks like the mouth of a cave. If a creature succeeds on a DC 28 Intelligence (Investigation) check, while in the turtle's mouth, it recognizes the turtle's mouth for what it truly is (a creature with [sense]tremorsense[sense] automatically succeeds on the check). If the turtle makes a bite attack or closes its mouth, creatures inside of the mouth recognize it as a creature (but not necessarily a turtle).

The turtle's mouth is roughly triangular in shape and is 15 feet wide (at the back), 20 feet deep/long, and 10 feet tall. A creature can move around in the turtle's mouth (a large creature must spend ten feet of movement for every five feet it moves), and a creature can leave the turtle's mouth, by expending 15 feet of movement, if it is open. A creature can also move down the turtle's throat, and become swallowed.

If the turtle's mouth doesn't have enough room for another creature, it cannot make another bite attack. If the turtle makes a bite attack, while there are creatures in its mouth, the creatures in its mouth must make a DC 21 Dexterity saving throw. On a failed save, the creature takes 26 (3d10 + 10) bludgeoning damage and is knocked prone. On a successful save, the creature can exit the turtle's mouth, or take half as much damage and not be knocked prone.

As a bonus action, the turtle can attempt to swallow the creatures it has in its mouth. All creatures in its mouth must make a DC 18 Dexterity saving throw (a Huge creature automatically succeeds on the saving throw, and a Large creature has disadvantage on the saving throw). On a failed save, the creature enters the turtle's stomach.

Cavernous Stomach. The turtle's stomach looks like as stone cavern, it is 15 feet wide, 35 feet deep/long, and 15 feet tall. The floor is covered by a 5-foot deep pool of acid. There are rocks and the undissolved remnants of the turtle's past meals in the pool of acid, allowing creatures to stay out of the acid.

At the start of a creature's first turn in the turtles stomach the creature must make a DC 15 Dexterity (Acrobatics) check or fall in the acid and take 21 (3d6) acid damage. A creature that starts its turn in the acid, takes 42 (12d6) acid damage. A creature in the acid can use its action to make a DC 15 Strength (Athletics) check, climbing out of the acid on a success. While in the stomach of the turtle, but not in the acid, a creature can use its action to make a DC 20 Strength (Athletics) check (a creature with a climbing speed has advantage on the check), on a success the creature can expend 15 feet of movement to climb out of the turtle's stomach and back into its mouth. If a creature subjects the turtle to damage while within the turtle's stomach, the creature is magically teleported to an unoccupied space on the island — that looks identical to the turtle's back — in the turtle's Demiplanar Shell (as if it had been teleported via the turtle's Shell Visit ability).

On its turn, the turtle can force each creature in its stomach to make a DC 15 Dexterity (Acrobatics) check. On a failed save, the creature falls into the acid and takes 10 (3d6) acid damage. The turtle is immune to damage if the damage's source is inside its stomach.

Demiplanar Shell. As a bonus action, the turtle can retract itself into its shell (if it is not already) and teleport itself — along with each creature of the turtle's choice that is in its mouth, stomach, or on its back (which remain there) — to a demiplane that can be entered by no other means short of the wish spell or this turtle's Shell Visit ability.

The demiplane is a mirror of the plane the turtle was on, it looks identical to the area around where the turtle was, except everything, apart from the area within 120 feet of the turtle, is shrouded in fog. Any creatures that were present do not appear, however  — if the turtle was on the material plane before it transported itself to the demiplane — any native animal that is present on the material plane appears where it would be, except it is an illusion — which runs away from any creature that gets too close to it and disappears if it takes any damage. If the turtle is not in the demiplane and is in water, an island that looks identical to the turtle's back appears in its place (the center of the area not obscured by fog) — any creatures that are teleported to the demiplane via this turtle's Shell Visit ability appear in an unoccupied space on this island. This island mirrors the turtle's movement on the material plane and the fog moves with it. However, if the turtle teleports itself to this demiplane, steps onto dry land, or otherwise leaves the water, the island disappears.

Everything within the fog is heavily obscured, no sound can be created in the fog, nothing in the fog has a physical form and creatures can't use any of their special senses perceive what is in the fog. In addition, a creature in the fog only needs to spend 5 feet of movement to leave the fog.

At the start of its turn, while in the demiplane, the turtle can return — along with each creature of the turtle's choice that is in its mouth, stomach, or on its back (which remain there) — to the plane it was on before it teleported itself to the demiplane. When the turtle moves, while on the demiplane, the fog moves with it, and the location it returns to changes in correspondence with its movements — so that its location on the demiplane is the mirror of the location it will return to (similarly to how a creature can use the etherealness spell to essentially teleport). When it returns, the turtle can choose whether or not it returns retracted into its shell.

Innate Spellcasting. The turtle’s innate spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: absorb elements, create or destroy water, fog cloud (as a 3rd-level spell, no concentration), maelstrom, tidal wave

3/day each: maelstrom (no concentration), wall of water

1/day: wall of water (no concentration)

Island Guise. While the turtle is mostly under water (only its back being visible above water), the turtle is looks like an island (or a peninsula if it next to the shore). If a creature succeeds on a DC 28 Intelligence (Investigation) check, while on the back of the turtle, it recognizes the turtle for what it truly is (a creature with tremorsense automatically succeeds on the check). A creature, that is under the water and can see, sees through the guise (unless the turtle is on the floor/bed of the body of water). A creature with truesight automatically sees through the guise.

Legendary Resistance (3/Day). If the turtle fails a saving throw, it can choose to succeed instead.

Turtle's Shell. As a bonus action, the turtle can retract into its shell. The turtle remains retracted into its shell until it uses a bonus action on its turn to emerge from its shell, or until it uses its Emerge ability. While retracted into its shell, the turtle is resistant to all damage and is restrained. In addition, while retracted into its shell the turtle can use its Demiplanar Shell ability (it can do so as a bonus action on its turn or as part of the bonus action the turtle used to retract into its shell).

Speak with Beasts. The turtle can communicate with beasts as if they shared a language.

Telepathic Bond. If the turtle communicates with a creature telepathically, the creature can respond to the turtle, and other creatures in the conversation, likewise.

Actions

Multiattack. The turtle makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.

Bite. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 43 (6d10 + 10) slashing damage. If the target is a Large or smaller creature, the creature lands prone in the turtle's mouth (see Cavernous Maw). If the target is a Huge or larger creature, it is grappled (escape DC 26). Until this grapple ends, the target is restrained (unless it is a Gargantuan creature), and the turtle can't bite another target.

Claw. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 19 (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.

Tail. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be pushed up to 10 feet away from the turtle and be knocked prone.

Shell Visit. If the turtle is in water, each creature of the turtle's choice that is in the turtle's mouth or stomach, or that is on its back and willing or if it is restrained by a plant or animal on the turtle's back, must make a DC 19 Charisma saving throw, a creature can choose to fail the saving throw, and a creature in the turtle's stomach automatically fails the saving throw. On a failed save, the creature is magically teleported to an unoccupied space on the island — that looks identical to the turtle's back — in the turtle's Demiplanar Shell. If more creatures are teleported to the demiplane, than can fit on the island (which is the exact same size and shape as the turtle's back), some of the teleported creatures, that were in the turtle's mouth or stomach, are pushed into the water (starting with those in the acid in the turtle's stomach, then those in the that didn't choose to fail the saving throw) If a creature was restrained by a plant, growing on the turtle's back, when it was teleported, the creature is still restrained by the plant (which appears on the island). As a bonus action, the creature can make a DC 19 Charisma saving throw (a creature that chose to fail the saving throw makes this saving throw with advantage), reappearing in the space it left, or the nearest unoccupied space in the turtle's mouth or stomach, or on its back (depending on where they were originally). If the turtle steps onto dry land, teleports itself to its Demiplanar Shell, or otherwise leaves the water, the creature reappears in the space it left, or the nearest unoccupied space in the turtle's mouth or stomach (depending on where they were originally).

Whirlpool. If the turtle is in a body of water the turtle creates a vortex that pulls creatures towards it. Any creature that is in the water and within 60 feet of the turtle is pulled 10 feet toward it. A creature can swim away from the turtle by making a DC 22 Strength (Athletics) check (a creature with a swimming speed has advantage on the check). If a creature starts its turn within 30 feet of the turtle, it must make a DC 22 Strength saving throw. On a failed save, the creature takes 9 (2d8) bludgeoning damage and is caught in the vortex. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.

If the turtle is in the vortex, it can move back to the center of the vortex, without provoking opportunity attacks or spending any feet of movement.

The vortex lasts until the turtle retracts into its shell, dismisses it (no action required), moves more than 15 feet away from the center of the vortex, or until its concentration ends (as if concentrating on a spell). When the vortex ends, until the start of the turtle's next turn, creatures within 30 feet of the turtle are pulled 10 feet closer to the turtle at the start of their turns.

Legendary Actions

The turtle 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 turtle regains spent legendary actions at the start of its turn.

At-Will Spell. The turtle casts one of its at-will spells.

Attack. The turtle makes one claw or tail attack.

Move. The turtle moves/swims up to its speed.

Shell Visit. The turtle uses its Shell Visit.

Bite (Costs 2 Actions). The turtle makes a bite attack.

Demiplanar Shell (Costs 2 Actions). The turtle retracts into its shell, if it is not already, and teleports to its Demiplanar Shell.

Lash Out (Costs 3 Actions). The turtle makes three attacks: two with its claws and one with its tail. It can make one bite attack in place of its two claw attacks. Either way, each attack must be made against a different target.

Description

Colossal snapping turtles are typically even-tempered and live in peace and harmony with the animals around it. They however do not take kindly to creatures disturbing them or the creatures they live with, and will drive off creatures that it deems don't have a right to be in its domain. While these snapping turtles don't have the same prejudice towards fiends and undead that other colossal beasts do, colossal snapping turtles still recognize that they almost always mean trouble. If a creature appears to be a threat to the safety of the turtle or the other creatures living in the area, a colossal snapping turtle will attack the creature in order to either drive it out or kill it. Often times by setting up an ambush or some sort of trap.

A colossal snapping turtle's back looks like an island with plants growing on it. The 'island' of these turtles tends to be about thirty feet wide and about forty-five feet long. The plants that a grow on colossal turtles, depends on the turtle. Most of the plants that grow on the turtle grow in swamps, wetlands or marshes. Some of these turtles may even have a small tree growing on them. Colossal snapping turtles use this disguise to their advantage when dealing with other creatures.

A colossal snapping turtle gets energy from the plants growing on its back. This in combination with the foes that it ends up swallowing and its ectothermic nature results in it not actively needing to consume food, similarly to most other colossal beasts. It does still need to rest if not sleep — some of them may up to do so inside their personal demiplane.

Lair and Lair Actions

A Colossal Snapping Turtle's Lair

Unlike with other creatures, a colossal snapping turtle's lair moves with it. For a colossal snapping turtle, its lair is itself and any area of water within 120 feet of it.

Lair Actions

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

  • The turtle casts the control water spell. The turtle doesn't need to concentrate on the spell, which ends on initiative count 20 if the turtle doesn't use its lair action to maintain the effect.
  • The turtle casts the earthbind spell on each creature of its choice, that is on the turtle's back. The turtle doesn't need to concentrate on the spell(s), which end(s) on initiative count 20 if the turtle doesn't use its lair action to maintain the effect.
  • The turtle casts the spike growth spell, targeting its entire back. The turtle doesn't need to concentrate on the spell, which ends on initiative count 20 if the turtle doesn't use its lair action to maintain the effect.
  • The turtle channels vitality into the plants growing on its back. The plants on its back become thick and overgrown. A creature moving across the turtle's back must spend 4 feet of movement for every 1 foot it moves. This effect starts to dissipate on initiative count 20 — if the turtle doesn't use its lair action to maintain the effect — over the subsequent round, during which time a creature moving across the turtle's back must spend 2 feet of movement for every 1 foot it moves. Then, on the subsequent initiative count 20, the effect ends.
  • The turtle causes roots and vines to sprout from its back and grab creatures on its back. Each creature of the turtle's choice, that is on the turtle's back, must make a DC 23 Strength saving throw. On a failed save, the creature is grappled — if a creature fails the saving throw by 5 or more (DC 18) the target is restrained. This effect ends on initiative count 20. If the turtle used this action on the previous initiative count 20, creatures that were grappled or restrained by that usage have disadvantage on this saving throw, and creatures that were restrained will be grappled if they succeed but by less than 5 more.
  • The turtle casts the tidal wave spell.
  • The turtle casts the fog cloud spell as a 4th-level spell, centered on itself. The turtle doesn't need to concentrate on the spell, which ends on initiative count 20 if the turtle doesn't use its lair action to maintain the effect.

Habitat: Swamp

Yellow_Gorilla

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