Kryx RPGThemesCreatures
Dragon Turtle

Dragon Turtle

Gargantuan dragon
Challenge
17

STR
7
DEX
0
CON
5
INT
0
WIS
1
CHA
1

341
22d20+110
24
Soak
3
Fort
+11
Ref
+9
Will
+7
Defense note natural armor
Damage resistances fire

Speed 4 m., swim 8 m.
Skills Insight +1 (12), Perception +1 (12), Primal +7 (18)
Senses darkvision 20 m.
Languages Aquan, Draconic

Amphibious. The dragon turtle can breathe air and water.

Maneuvers. The dragon turtle uses maneuvers (maneuver save DC 21). It has 24 stamina dice which are d8s, a dice limit of 6, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: ambush, blood in the water, fearsome beast, fountain of blood, knockback (Claw or Tail only), spring attack, sprint, tear flesh

2 stamina dice: tear tendon

Spellcasting. The dragon turtle uses Primal (Cha) to cast spells (spell save DC 15, +7 to hit with spell attacks). It has 8 mana, a mana limit of 3, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest. It knows the following spells:

Cantrips (at will, 21st-level spellcaster): frighten, hydraulic push, shape water

1 mana: command, create or purify water, ebb and flow, fear, fog cloud, liquid body, locate water, tidal surge, water jet, water whip

2 mana: control water, drown, incite panic, tidal wave, wall of water, watery sphere

3 mana: maelstrom

Actions (3)

Bite (1/turn). Melee Weapon Attack: +13 to hit, reach 3 m. Hit: 26 (3d12 + 7) piercing damage.

Claw (2/turn). Melee Weapon Attack: +13 to hit, reach 2 m. Hit: 16 (2d8 + 7) slashing damage.

Tail (1/turn). Melee Weapon Attack: +13 to hit, reach 3 m. Hit: 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Reflex saving throw or be pushed up to 2 meters away from the dragon turtle and knocked prone.

Steam Breath (Costs 2 actions; Recharge 5–6). The dragon turtle exhales scalding steam in a 10-meter cone or line. Each creature in that area must make a DC 19 Fortitude saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn’t grant resistance against this damage.

Coastal, Underwatersrd

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half if you miss by 4 or less) if you have advantage on the attack roll, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack roll.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a melee weapon attack with advantage against a creature that is below half its health. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Until the start of your next turn, if you are within 10 meters of a creature that you can sense that is below half its health, any attack you make against a creature not below half its health is made with disadvantage.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature of your choice in a sphere around you must succeed on a Will saving throw or become frightened of you for the duration or until you are incapacitated. A construct or an undead is immune to this effect.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Will saving throw.

On a successful save, the effect ends for that creature.

If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Fearsome Beast for the next 24 hours.

As a reaction, which you use when you hit a creature with a melee weapon attack and reduce it to 0 health, you can rip into your foe as it drops. Each creature of your choice in a sphere twice as big as normal around you must make a Will saving throw.

On a failed save, a creature is frightened of you until the end of your next turn.

As an action, you can make a weapon attack in an attempt to knock the creature back. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it up to 2 meters away from you.

Enhance

You can increase the damage, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action twice. You also have advantage on Athletics checks to jump.

1 minute/stamina die

As an action, you can make a melee weapon attack with a natural weapon that deals piercing or slashing damage in an attempt to cause jagged wounds that bleed. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature is bleeding for the duration.

At the start of each of its turns while bleeding, the creature must succeed on a Fortitude saving throw or it loses health equal to the stamina die. On a success, the effect end.

If the creature regains health while bleeding, the bleeding ends.

This has no effect on any creature that cannot bleed or lose a vital liquid substance.

Enhance

You can increase both damages for each additional stamina die expended.

1 minute/stamina die

As an action, you can make a melee weapon attack with a natural weapon that deals piercing or slashing damage in an attempt to tear the creature’s tendon. Add one stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration and while affected it loses health equal to one of the stamina dice for every meter it travels.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

This has no effect on any creature that cannot bleed or lose a vital liquid substance.

Enhance

You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.