Dragon Turtle A5E
CR 17 dragon
Gargantuan dragon, chaotic evil
The dragon turtle can breathe air and water.
The dragon turtles spellcasting ability is Wisdom (spell save DC 17). It can innately cast the following spells, requiring no components:
- 3/Day Each: Control Weather, Water Breathing, Zone of Truth
Actions
Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 52 (7d12 + 7) piercing damage. If the target is a creature it is grappled (escape DC 21). Until this grapple ends the dragon turtle can't bite a different creature and it has advantage on bite attacks against the grappled creature.
Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 46 (6d12 + 7) bludgeoning damage. This attack deals double damage against objects vehicles and constructs.
The dragon turtle exhales steam in a 90-foot cone. Each creature in the area makes a DC 20 Constitution saving throw taking 52 (15d6) fire damage on a failed save or half as much on a successful one.
Hundreds of arcs of lightning crackle from the dragon turtle. Each creature within 90 feet makes a DC 17 Dexterity saving throw taking 35 (10d6) lightning damage on a failure or half damage on a success.
Bonus Actions
Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 25 (4d8 + 7) slashing damage.
Reactions
When the dragon turtle takes 50 damage or more from a single attack or spell, it retracts its head and limbs into its shell. It immediately regains 20 hit points. While retracted, it is blinded; its Speed is 0; it can't take reactions; it has advantage on saving throws; attacks against it have disadvantage; and it has resistance to all damage. The dragon turtle stays retracted until the beginning of its next turn.
When the dragon turtle is hit by an opportunity attack, it makes a tail attack.
Other versions
Source: Monstrous Menagerie (EN Publishing) · License: OPEN GAME LICENSE Version 1.0a details