Gargantuan Dragon, Neutral
Armor Class 25 Natural armor
Hit Points 453 (24d20 + 175)
Speed 40 ft., swim 65 ft.
STR
28 (+9)
DEX
20 (+5)
CON
25 (+7)
INT
24 (+7)
WIS
10 (+0)
CHA
20 (+5)
Saving Throws DEX +12, CON +14, WIS +7
Skills Intimidation +14
Damage Resistances Fire
Damage Immunities Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Grappled
Senses Darkvision 120 ft, Truesight 90 ft, Passive Perception 11
Languages Aquan, Draconic Aquan, Draconic
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Amphibious. The dragon turtle can breathe on land and in water.

Actions

Multiattack. The creature makes three attacks.Once with its bite and twice with its claws. It can make a tail attack in place of its 2 claw attacks

 

Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: (3d12 + 8) piercing damage.

 

Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 16 (2d8+10) slashing damage.

 

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 26 (3d12+10) bludgeoning damage.

If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 15 feet away from the dragon turtle and be 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 24 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much on successful one. 

*Being underwater doesn’t lower the damage or grant resistance*

Reactions

Phantasmal Shell. Upon being hit by a critical, it can make use of its reaction in order to create a dark astral projection of its sinister spiked shell. Cutting the damage by 25%(1/4) this can be used in place of a reaction 3 times a day.

Legendary Actions

Eyebite. (Costs 1 Action). Black Blood containing the damned souls within it, runs from its eyes. Casts the eyebite spell. Uses Intelligence for this spell.


Reaper’s Breath (Costs 2 Actions). With the use of the souls that have been consumed within the limbo inside of this beast’s form are expelled, used as fuel to enhance the awful power behind the dark dragon’s breath weapon, increasing the damage by 3d8 necrotic damage.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

No one knows exactly how a dragon turtle could turn into such a twisted thing, some thought that it helped ferry the lost souls out at sea into the after life. However it was found out that some of these creatures in extreme environments or situations will begin to consume the souls they have carried instead. Thus condemming the souls to be stuck within this great creature thus slowly corrupting it's original disposition.
Over time their outer shell becomes more vicious with sharp protrusions, its skin begins to darken in different shades and hues. Their blood becomes more of a viscous icor. 

A much rarer sight than the regular dragon turtle, but one you want ot avoid at all costs. For now it feeds itself on the souls of the lost and has learned how to empower itself with them as well.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: CoastalUnderwater

Seina

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