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.
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.
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.
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