Ancient Dragon Turtle

Fizban's Treasury of Dragons p. 191

Size
Gargantuan
Type
dragon
Alignment
typically neutral
AC
22 (natural armor)
Hit Points
409 (21d20+189)
Speed
walk 30 ft., swim 60 ft.
Saving Throws
Dex +8, Con +16, Wis +11
Skills
Perception +11
Immunities
cold, fire
Condition Immunities
charmed, frightened, poisoned
Senses
truesight 120 ft.
Passive Perception
21
Languages
Aquan, Draconic
Challenge
24
Lineage
Dragon Turtle
STR
28
+9
DEX
12
+1
CON
29
+9
INT
14
+2
WIS
19
+4
CHA
15
+2

Traits

Proficiency Bonus

+7

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.

recharge

SHORT

Legendary Resistance (3/Day)

If the dragon turtle fails a saving throw, it can choose to succeed instead.

recharge

3/DAY

Unusual Nature

The dragon turtle doesn't require food or drink.

Actions

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.

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.

recharge

D5

Legendary Actions

Legendary Actions (3/Turn)

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.

recharge

3/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.

Boiling Aura (Costs 3 Actions)

The dragon turtle radiates intense heat. 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.

Mythic Actions

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.

Dragon Turtle Lairs Categoría: lair

Dragon turtles make their lairs in underwater caves and coral reefs. Most such lairs are situated deep beneath the waves near the ocean's floor, though some dragon turtles prefer coastal lairs with easier access to settlements they can trade with—or prey upon. Particularly reclusive dragon turtles seek lairs in even more remote locales, including deep-sea trenches or underwater volcanoes. Dragon turtles are largely unconcerned with the design of their lairs and seldom work to improve them. A dragon turtle's primary concern when selecting a lair is ensuring that the site is large enough to accommodate the creature's prodigious size as the centuries wear on. After that, proximity to shipping lanes and freedom from irksome neighbors take precedence.

Lair Actions Categoría: lair

As they are presented in the Monster Manual, dragon turtles don't have access to lair actions while in their lairs. At your discretion, you can give an adult or ancient dragon turtle access to lair actions, increasing its challenge rating by 1. On initiative count 20 (losing initiative ties), the dragon turtle can take one of the following lair actions; the dragon turtle can't take the same lair action two rounds in a row:

  • Blasting Current: A strong water current moves through the dragon turtle's lair. Each creature within 30 feet of the dragon turtle must succeed on a DC 15 Strength saving throw or be moved 30 feet in a direction of the dragon turtle's choice. On a success, the creature is moved 10 feet instead.
  • Entangling Kelp: Strands of spectral kelp reach out to ensnare creatures in a 20-foot-radius sphere centered on a point in the lair that the dragon turtle can see. Each creature in that area must succeed on a DC 15 Strength saving throw or be restrained until the end of its next turn.
  • Steam Eruption: Steam erupts in a 15-foot cone from a point on the ground the dragon turtle can see within 120 feet of it. Each creature in that area must make a DC 15 Constitution saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant creatures resistance to this damage.

Regional Effects Categoría: lair

The region containing a dragon turtle's lair can be transformed by its presence, creating one or more of the following effects:

  • Diverting Currents: Underwater currents push unwanted visitors away from the lair. While swimming in these currents, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), even if a creature has a swimming speed.
  • Elemental Portals: Crevasses on the ocean floor within 1 mile of the dragon turtle's lair form two-way portals to the Elemental Plane of Water, allowing creatures of elemental water into the world to dwell nearby.
  • Hot Water: Geothermal vents heat the water within 6 miles of the dragon turtle's lair to 100 degrees Fahrenheit.

If the dragon turtle dies, these effects fade over the course of 1d10 days.

Dragon Turtle Treasures Categoría: lair

Dragon turtle hoards frequently contain quantities of coral and pearls received as tribute from aquatic peoples, as well as chests full of coins, gems, and trade bars looted from shipwrecks. However, a dragon turtle's most prized possessions are treasures from the surface realm. Such objects are likely to be fashioned of metal or stone, as wood, cloth, and paper keep poorly in a dragon turtle's watery lair. More so than for most dragons, a dragon turtle's hoard is likely to contain a motley assortment of treasures from disparate locales. Although many dragon turtles simply lump the elements of their hoard together into a nest, more inquisitive individuals take an interest in specific treasures, sometimes seeking out surface-world folk to inquire about an object's function or provenance.

Dragon Turtle Art Objects:

d10Object
1An elven coronet, which the dragon turtle wears as an earring
2A pipe organ that the dragon turtle refers to as "Bubbles," which works underwater
3Cast-metal masks painted with the faces of rulers whose names the dragon turtle constantly misremembers
4A zither fashioned from a conch shell, which the dragon turtle insists visitors play before granting them an audience
5A painted egg decorated with glittering jewels
6An ornate underwater carriage fashioned from coral and seashells, which the dragon turtle pushes back and forth like a toy
7A sculpture depicting a knight on griffonback, whose lance the dragon turtle uses to scrape off barnacles
8An urn engraved with a scowling dwarf's face, whose expression the dragon turtle mimics comically
9A scepter fashioned to resemble a skeletal arm, which unnerves the dragon turtle for some inexplicable reason
10An elegant candelabra that the dragon turtle thinks is lost, but that is actually wedged into a crack in their shell

Other data

description

Dragon turtles are mighty creatures whose inherent magic is intimately linked with the oceans of the Material Plane. The dragon turtle presented in the Monster Manual is a typical adult, at least a century old and boasting a valuable hoard. You can use the stat blocks in this section for older or younger dragon turtles. In addition, chapter 5 includes lair actions and regional effects that can be used for adult or ancient dragon turtles. An ancient dragon turtle is a mythic creature akin to a greatwyrm, combining the power of multiple echoes from across the worlds of the Material Plane. Such a creature can be as large as an island—and indeed, legends suggest that many unwitting sailors wrecked at sea have mistaken slumbering dragon turtles for solid ground. Ancient dragon turtles might sleep for years or decades while floating along the surface of the ocean, enjoying the warmth of the sun and letting vegetation take root on their shells. An angry ancient dragon turtle is terrible to behold, radiating heat from the shell to boil the surrounding water—and any creatures in it. And even if an enemy wears down the dragon turtle's defenses, magical storms manifest to shield the dragon turtle and strike at foes.