Gargantuan Dragon, Neutral
Armor Class 32 (natural armor)
Hit Points 462 (20d20 + 110)
Speed 20 ft., Swim 40 ft.
STR
25 (+7)
DEX
10 (+0)
CON
20 (+5)
INT
10 (+0)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws DEX +7, CON +12, WIS +8
Damage Resistances Fire
Senses Blindsight, Darkvision 120 ft., Passive Perception 11
Languages Aquan, Draconic
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

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: 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.

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.

Legendary Actions

Make sun the dragon turtle can use its turn to spew fire upto three miles into the sky, creating a artificial ball of fire, known as a sun, that continually deals 20 dmg to vampires, and weakens vampires damage dealt by 70%. The turtle can use the artificial sun to attack with a fireball spell that has the properties of the magic missiles spell, meaning that the fireball always hits, but unlike the magic missiles, this fireball always scores a 5 or 4 on the dmg roll. The dmg decides if the dmg roll would be 4 or 5. Also, the fireball summoned by the turtle has 10x range and spread.

Habitat: CoastalUnderwater

Vanderlorb

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