Gargantuan Monstrosity, Unaligned
Armor Class 21 (Natural Armor)
Hit Points 472 (32d20 + 128)
Speed 20 ft.
STR
28 (+9)
DEX
8 (-1)
CON
26 (+8)
INT
3 (-4)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws STR +16, CON +15, WIS +9
Damage Resistances Acid, Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Senses Darkvision 120ft, Passive Perception 19
Languages --
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

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

Siege Monster. The turtle deals double damage to objects and structures.

Mountainous Shell. The turtle’s shell is as strong as adamantine and functions as natural armor. When retracted, it is impervious to most types of direct damage. The turtle can use its action to retract into its shell, gaining a +5 bonus to AC and immunity to all damage except psychic damage, but it can’t take actions until it emerges.

Earthquaking Stomp. When the turtle moves, the ground around it shakes. Any creature within 30 feet of the turtle when it moves must succeed on a DC 20 Dexterity saving throw or be knocked prone. Structures or loose objects within 60 feet may collapse or shift, causing additional hazards.

Actions

Multiattack. The turtle makes two attacks: one with its bite and one with its Steam Breath or Shell Cannon.

Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 42 (6d10 + 9) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 24). Until this grapple ends, the target is restrained, and the turtle can’t bite another target.

Swallow. The turtle makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, has total cover against attacks and other effects outside the turtle, and takes 28 (8d6) fire damage at the start of each of the turtle’s turns. If the turtle takes 40 damage or more on a single turn from a creature inside it, the turtle must succeed on a DC 22 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the turtle. If the turtle dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.

Steam Breath (Recharge 5–6). The turtle exhales a scalding cloud of steam in a 60-foot cone. Each creature in that area must make a DC 23 Constitution saving throw, taking 60 (12d10) fire damage on a failed save, or half as much on a successful one.

Shell Cannon (Recharge 5-6). Ranged Weapon Attack: +13 to hit, range 120/480 ft., one target. Hit: 70 (10d12) force damage. The cannon fires a massive energy projectile from atop the turtle's shell, blasting through enemies or structures with immense force. On a hit, the target is pushed back 10 feet. Creatures behind the target within a 10-foot line must succeed on a DC 20 Dexterity saving throw or take 35 (5d12) force damage and be knocked prone.

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.

Move. The turtle moves up to half its speed. This movement causes Earthquaking Stomp if it is on the ground.

Cannon Blast (Costs 2 Actions). The turtle fires its Shell Cannon as described in its actions.

Dylan_Yount

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