Armor Class
16
(natural armor)
Hit Points
90
(12d10 + 24)
Speed
30 ft., Swim 50 ft.
STR
18
(+4)
DEX
10
(+0)
CON
20
(+5)
INT
7
(-2)
WIS
12
(+1)
CHA
6
(-2)
Damage Resistances
Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses
Passive Perception 10
Languages
--
Challenge
5 (1,800 XP)
Proficiency Bonus
+3
Traits
Amphibious. The draconic turtle can breathe air and water.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) piercing damage.
Retreat into Shell. Until the beginning of its next turn, the draconic turtle retreats into its shell. While it is in its shell, its AC becomes 24, it cannot suffer critical hits, and it cannot take bonus actions or reactions.
Steam Breath (Recharge 5–6). The draconic turtle exhales scalding steam in a 45-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.
Previous Versions
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4/10/2019 5:08:31 AM
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Posted Apr 10, 2019This is a homebrewed creature to be used for my circle of scales druid subclass. This is intended as a level 10 wild shape.