Spelljamming. The dragon turtle has the properties of a spelljamming helm (see the Astral Adventurer’s Guide), but only a creature that the dragon turtle trusts can attune to it. If a creature attuned to the dragon turtle loses the dragon turtle’s trust the dragon turtle can choose to instantly end the attunement.
Hollow Shell. Although it can operate without a crew, the dragon turtle’s shell is hollow on the inside, with tunnels, ladders, storage areas, and observation decks. The dragon turtle can carry an average sized ship crew and up to five trained wyverns. And if it has at least 1 hit point, the dragon turtle can generate an air envelope around itself when in a vacuum or underwater. This air envelope can sustain all creatures within its space indefinitely.
Unusual Nature. The dragon turtle doesn’t require air.
Multiattack. The dragon turtle makes three attacks: one with its Bite and two with its Claw or Eldritch Turret. It can make one Tail attack in place of its two Claw or Eldritch Turret attacks.
Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage.
Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) 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.
Eldritch Turret. Ranged Spell Attack: +13 to hit, range 300 ft., one target. Hit: 18 (4d8) force damage, and if the target is a creature, it is knocked prone, if the target is an object or structure it deals double damage.
Photonic Breath (Recharge 5–6). The dragon turtle exhales radiant energy in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 18 Constitution saving throw, taking 52 (15d6) radiant damage on a failed save, or half as much damage on a successful one.
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