Gargantuan Dragon, Neutral
Armor Class 23 (natural armor)
Hit Points 727 (49d20 + 213)
Speed 20 ft., Swim 40 ft.
STR
28 (+9)
DEX
10 (+0)
CON
24 (+7)
INT
12 (+1)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws DEX +8, CON +15, WIS +10
Damage Immunities Fire
Senses Darkvision 120 ft., Passive Perception 20
Languages Aquan, Draconic
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Amphibious. The dragon turtle can breathe air and water.

Legendary Resistance (1/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon 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: +16 to hit, reach 20 ft., one target. Hit: 28 (3d12 + 9) piercing 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 20 ft., one target. Hit: 28 (3d12 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 22 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 exhales scalding steam in a 90-foot cone. Each creature in that area must make a DC 21 Constitution saving throw, taking 77 (22d6) 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

The dragon can take 2 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 regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wave Attack (Costs 2 Actions). The dragon flaps its fins, making waves of water wash over their opponent. Each creature within 20 feet of the dragon must succeed on a DC 22 Srength saving throw or take 17 (2d6 + 10) bludgeoning damage, be moved 15 ft away from the dragon, and be knocked prone. This action can only be taken when the dragon is in water.

Lair and Lair Actions

A Dragon Turtle's Lair

A dragon turtles usually live in vast, hidden, water filled caves that are either under the sea floor, or hidden by something like a coral reef. From this area, they control a territory that can be up to 50 square miles, but usually never gets that big.

Lair Actions

On initiative count 20 (losing initiative ties), the Dragon Turtle takes a lair action to cause one of the following effects:

  • A strong current moves through the dragon turtle's lair. Each creature within 60 feet of the dragon turtle must succeed on a DC 23 Strength saving throw or be pushed up to 60 feet away from the dragon turtle. On a success, the creature is pushed 10 feet away from the dragon turtle.
  • Creatures in the water within 60 feet of the dragon turtle have vulnerability to fire damage until initiative count 20 on the next round.

Regional Effects

The region containing a dragon turtle's lair is usually changed by some elemental abilities picked up by dragon turtles over the years, creating the following effects:

  • The dragon turtle can alter the weather at will in a 6-mile radius centered on its lair. The effect is identical to the control weather spell.
  • Water elementals coalesce within 6 miles of the lair. These elementals can’t leave the water and have Intelligence and Charisma scores of 1 (−5).
  • Fog lightly obscures the land and seas within 6 miles of the lair.

If the dragon turtle dies effects it has caused fade over 1d10 days.

Habitat: CoastalUnderwater

Markus_Ringuard

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