Gargantuan Swarm of Gargantuan dragons, Neutral Evil
AC 20 (natural armor)    Initiative +0 (10)
HP 1000 (22d20 + 110)
Speed 10 ft., Swim 40 ft., Burrow 5 ft.
Mod Save
STR 25 +7 +7
DEX 10 +0 +4
CON 20 +5 +9
Mod Save
INT 10 +0 +0
WIS 12 +1 +5
CHA 12 +1 +1
Skills Intimidation +20, Perception +11, Persuasion +20
Vulnerabilities Necrotic, Thunder; Piercing from Magic Weapons Wielded by Good Creatures
Resistances Acid, Bludgeoning, Cold, Fire
Immunities Psychic; Frightened, Petrified, Poisoned, Unconscious
Senses Blindsight, Darkvision 120 ft.; Passive Perception 11
Languages Aquan, Draconic
CR 9 (XP 5,000, or 155,000 in lair; PB +4)
Traits

Amphibious. The dragon turtle can breathe air and water. Immune to fire. Considered elder among warforged of this kind. Water pours from its steam chambers near it center warfare orange glowing core. Joints old and weaker than originally.

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: 26 (3d12 + 7) piercing damage.

Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage.

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 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this 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.

Bonus Actions

Superheat. (charge 1–3). The dragon turtle inhales water creating scalding steam in a 5 foot circle. Each creature in that area must make a DC 18 Constitution saving throw, taking 10 (15d6) force damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage. This creates a charged effect on creature increasing stats by +1.

 

Reactions

 Does not have a saving throw. 

Legendary Actions

Pressure Blast. If charged effect is on this creature. (Recharge 3). The dragon turtle exhales scalding steam in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

Superheated water. Under heat and pressure at the Crit temperature point at 374 °C creating a bludgeoning force, [rollable](5d6);{"diceNotation":5d6","rollType":"damage","rollAction":"Pressure Blast"

Corrosive at pressure. In a addition 60-­foot down the center line that is a 5 feet wide super pressurized jet stream. Each creature in that line must make a DC 18 Dexterity saving throw, taking (10d8) acid damage on a failed save, or half as much damage on a successful one.

Must burrow first!

Mythic Actions

Tsunami 

Casting Time: 1 minute
Range: Sight
Components: Constant Concentration, 3 superheat charges, area must be filled with water. must burrow first!
Duration: Concentration, up to 6 rounds

A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save.

At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall’s height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.

A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can’t move. A creature that moves out of the area falls to the ground.

Description

An Ancient war-forge long forgotten and sealed away. Equivalent to a WMD. Doesn't Like People, hates being summoned. Must be tamed by summoner or will rampage. 

While raging, creature gains the following benefits:

  • Advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as it gain levels, as shown in the Rage Damage column of the Barbarian table.
  • You have resistance to bludgeoning, piercing, and slashing damage.
  • Incite Rage via summoner.

Lair and Lair Actions

Spawns out of a sage 9th level portal scroll with water equal to its size.

Previous Versions

Name Date Modified Views Adds Version Actions
4/6/2025 2:14:35 AM
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1
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Coming Soon

Monster Tags: undeadconstructArtificerartillery

Habitat: ArcticCoastalUnderwater

bellefeuillejustin

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