Amphibious. The dragon turtle can breathe air and water
Blessing of the Sea (Recharges after a Short or Long Rest). If the dragon turtle would be reduced to 0 hit points, its current hit point total instead resets to 350 hit points, and it recharges its Steam Breath. Additionally, the dragon turtle can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 62,000 XP (124,000 XP total) for defeating the dragon turtle after its Blessing of the Sea activates.
Legendary Resistance (3/Day). If the dragon turtle fails a saving throw, it can choose to succeed instead.
Necrostatic Field. Whenever the dragon deals lightning damage, it also deals necrotic damage equal to half the lightning damage dealt (rounded down) to the same target.
Deadstorm Aura. A creature that starts its turn within 20 feet of the dragon must succeed on a DC 18 Con save or take 10 (3d6) fire damage and can’t regain hit points until the start of its next turn. On a success, it takes half damage and suffers no healing restriction.
Multiattack. The dragon turtle makes one Bite or Tail attack and two Claw attacks.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 15 (1d12 + 9) piercing damage plus 13 (2d12) lightning damage.
Claw. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 18 (2d8 + 9) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be knocked prone.
Tainted Steam Breath (Recharge 5–6). The dragon turtle exhales steam in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage. Those who the Dragon Turtle deems an allie will still take the damage but will also heal (20d8 + 3)
Necro-Bolt Breath (Recharge 5–6). The dragon exhales a corpse-blue lightning lance in a 120-foot line, 10 feet wide. Each creature in the line makes a DC 20 Dex save, taking 9 (12d10) lightning damage plus 9 (12d10) necrotic damage on a failure, or half on a success.
On a failed save, the creature is also Silenced by Thunder until the end of its next turn: it can’t speak, and it can’t cast spells with verbal components.
Change Shape. The Dragon Turtle magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the Dragon Turtle is reduced to 0 hit points or uses a bonus action to end it.
The dragon 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 dragon turtle regains spent legendary actions at the start of its turn.
Attack. The dragon turtle makes one Claw or Tail attack.
Move. The dragon turtle moves up to its speed. If the dragon turtle is swimming, this movement doesn't provoke opportunity attacks.
Torrent of Death (Costs 3 Actions). The dragon turtle unleashes a small torrent of pure Liquid Death. Until the start of the dragon turtle's next turn, whenever a creature starts its turn within 20 feet of the dragon turtle, that creature must succeed on a DC 24 Constitution saving throw or take 40 (9d8) fire damage. Being underwater doesn't grant resistance against this damage.
If the dragon turtle's Blessing of the Sea trait has activated in the last hour, it can use the options below as legendary actions.
Bite. The dragon turtle makes one Bite attack.
Armor of Storms (Costs 2 Actions). Lightning temporarily surrounds the dragon turtle, and it gains 40 temporary hit points until the start of its next turn. Until all these temporary hit points are gone, any creature that touches the dragon turtle or hits it with a melee attack takes 26 (4d12) lightning damage.
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