Large Beast, Unaligned
AC 17 Natural armor    Initiative −1 (9)
HP 60 (6d10 + 24)
Speed 15 ft., Swim 20 ft.
Mod Save
STR 16 +3 +5
DEX 8 −1 −1
CON 18 +4 +6
Mod Save
INT 8 −1 −1
WIS 16 +3 +3
CHA 4 −3 −3
Resistances Bludgeoning, Fire
Senses Darkvision; Passive Perception 14
Languages None
CR 4 (XP 1,100; PB +2)
Traits

Erupt. When the turtle is bloodied, it makes 3 fireball attacks per turn

Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name]
1st level (# slots): [spell name], [spell name]

Actions

Bite. DC 14 dexterity save, reach 5 ft., 1 target. Hit:  (2d10 + 3) [piercing] damage and the creature is grappled, it can only have 1 creature grappled at a time

Incinerate.  the turtle deals (8d6) fire damage to a grappled creature, or the turtle breaths fire in a 15 ft cone, echoing creature making a DC 13 dexterity save or take 3d6 fire damage on a failed save and half that on a successful save.

Bonus Actions

Fireball. A fireball erupts from the miniature volcano on its  back, and hurls towards 1 target, +6 to hit, dealing 2d6 fire damage on a hit.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Giant turtles with skin of stone, often living hundreds of years, they prey on magma worms and have glands which allow them to breath fire and spew fireballs from a volcano shaped opening on its back. Many different underwater plants and volcanic crystals grow off its back

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

Name Date Modified Views Adds Version Actions
3/8/2026 5:12:29 PM
1
0
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Coming Soon
olliehumphry11

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