Gargantuan Dragon, Neutral
Armor Class 24 Natural Armor
Hit Points 608 (32d20 + 278)
Speed 40 ft., Walk 20 ft.
STR
30 (+10)
DEX
10 (+0)
CON
28 (+9)
INT
21 (+5)
WIS
23 (+6)
CHA
24 (+7)
Saving Throws DEX +8, CON +17, WIS +14, CHA +15
Damage Resistances Fire
Senses Darkvision 120ft, Passive Perception 14
Languages Aquan, Draconic, Common
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

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

Amphibious: The dragon turtle can breathe air and water.

Actions

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: 36 (4d12 + 11) piercing damage.

Claw: Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 24 (3d8 + 11) slashing damage.

Tail: Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 36 (4d12 + 11) 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

Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

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 22 Constitution saving throw, taking 85 (24d6) fire damage on a failed save, or half as much damage on a successful one. Being Underwater doesn't grant Resistance against this damage.

Legendary Actions

Can take 3 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. Spent legendary Actions are regained at the start of each turn.

Detect: The dragon makes a Wisdom (Perception) check.

Tail Attack: The dragon makes a tail Attack.

Swimming Tackle: If submerged in water, the Dragon Turtle charges towards a target within it's swimming speed range (40ft) at high speed. The target must succeed on a DC 22 Dexterity saving throw or take 22 (2d8+12) Bludgeoning damage and be knocked away 10 feet from where the Dragon Turtle stops.

Lair and Lair Actions

A Dragon Turtle will usually reside in the far bottom reaches of the sea (around 500 meters down) in a deep underwater cave/crevice near an underwater volcano. The cave itself is populated by lush coral gardens, steam vents and geysers. There are small yet damp air pockets spread out within the cave itself and the Dragon Turtle itself makes its nest on a large mound of sand standing atop the water in a large dry area, surrounding itself with pillaged treasures.

Lair actions:

-A Geyser bursts scolding steam at a creature the Dragon Turtle can see within 120 feet of it. The creature must succeed on a DC 15 dexterity saving throw or take 14 (4d6) fire damage and be knocked 10 feet away and be knocked prone.

-A whirlpool of radius 10ft forms in the surrounding water where the Dragon Turtle can see and is moved towards the character nearest to the water (40 ft range). The creature, if large or smaller, must succeed on a DC 15 strength saving through or take 7 (2d6) bludgeoning damage and be sucked into the whirlpool and be restrained and grappled. The target is unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the whirlpool's space. The whirlpool can take in one large creature or two medium/small creatures. Each turn the creature takes 7 (2d6) bludgeoning damage and makes a DC 14 strength saving throw to escape the grapple. A creature within 5ft of the whirlpool can pull a creature out by taking an action and succeeding on a DC 14 strength saving throw.

-The Dragon Turtle chooses a 10ft square and a sinkhole forms in that area in the sand. Any creatures within that space or step into the space must make a DC 15 dexterity saving throw or begin to sink into the sinkhole and be restrained. The creature may still fire ranged weapons however, on every turn, the creature must make a DC 15 strength saving throw or sink further into the sinkhole. Another creature can help the sinking creature with a successful DC 12 Strength saving throw Then the creature is unable to attack. Upon the third failure, the creature begins to suffocate if it needs to breath. the creature lasts as many rounds as it's Constitution modifier and is then knocked unconscious and must begin to roll death saves, and it can now only be helped by a creature who makes a successful DC 15 strength saving throw.

Previous Versions

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Habitat: CoastalUnderwater

Elliozaa

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