Gargantuan Dragon, Neutral
- AC
- 20
- Initiative
- +6 (16)
- HP
- 356 (23d20+115)
- Speed
- 20 ft., Swim 50 ft.
| Score | Mod | Save | |
|---|---|---|---|
| STR | 25 | +7 | +7 |
| DEX | 10 | +0 | +0 |
| CON | 20 | +5 | +11 |
| INT | 10 | +0 | +0 |
| WIS | 12 | +1 | +7 |
| CHA | 12 | +1 | +1 |
Traits
Amphibious. The dragon can breathe air and water.
Actions
Multiattack. The dragon makes three Bite attacks. It can replace one attack with a Tail attack.
Bite. Melee Attack Roll: +13, reach 15 ft. Hit: 23 (3d10+7) Piercing damage plus 7 (2d6) Fire damage. Being underwater doesn't grant Resistance to this Fire damage.
Tail. Melee Attack Roll: +13, reach 15 ft. Hit: 18 (2d10+7) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition.
Steam Breath (Recharge 5-6). Constitution Saving Throw: DC 19, each creature in a 60-foot Cone. Failure: 56 (16d6) Fire damage. Success: Half damage. Failure or Success: Being underwater doesn't grant Resistance to this Fire damage.
How to run Dragon Turtle
A dragon turtle on the party's side is rare and never altruistic. It is helping because the party is paying it, because the party freed it from a binding, or because the party is hunting something the turtle also wants gone (a kraken, a rival dragon turtle, a cult that's been poisoning its waters). Establish the deal in the scene before the fight. Dragon turtles do not improvise alliances.
In combat, the turtle is a moving fortress. Park the party's ship in its lee and the ship gets effective AC 20 against anything trying to ram or grapple from the open ocean. The Steam Breath is the showpiece weapon: 16d6 fire on a DC 19 Con save, 60-foot cone, no underwater immunity. Aim it at enemy decks, enemy formations on shore, or the fleet of skiffs trying to board the party's vessel. The turtle will not coordinate. It picks the largest knot of enemies and breathes. Players standing in that cone get cooked the same as everyone else, so warn them once, in character, and then let the dice fall.
The price comes due after. Dragon turtles remember favors as ledgers. Whatever the party promised (gold, a relic, the head of a specific captain) gets collected the next time their ship enters open water. Have a second NPC, perhaps a remora-rider or a kelpie courier, deliver the invoice within a session or two so the favor stays present.
Set the turtle's voice low and slow, with long pauses between sentences. A creature that has lived for centuries does not rush a word, and the table will quiet down for every one of them.
A dragon turtle is a setpiece, not a wandering encounter. CR 17, 356 HP, AC 20, and a 60-foot Steam Breath cone that ignores underwater fire resistance. This thing should sink ships, end coastal villages, or guard the sunken vault the party has spent six sessions trying to find. Build the encounter around the water, because that is where the turtle wins.
Open with Steam Breath if the party is clustered, which they always are on a deck. DC 19 Constitution save, 56 fire damage on a fail, half on a success. Below decks does not help, since the cone fits through a hatch. After the breath, dive. The turtle has 50 ft. of swim and 20 ft. of walk, and the right move is to come up under the hull and bite. Multiattack is three Bites at +13 averaging 30 piercing-plus-fire each, and you can swap one bite for a Tail attack that knocks Huge or smaller targets Prone. Use the tail on whoever is standing on something narrow: the catwalk, the bowsprit, the mainmast. Prone in the water is a different problem than Prone on land.
The turtle is Neutral, with Int 10 and two languages (Draconic, Aquan). It can be talked to, and it should be talked to before the fight if the party is paying attention. Dragon turtles collect tribute. They will let ships pass for the right offering: gold, a notable corpse, sometimes a promise of safe passage for one of their own offspring. If the party offers something good before round one, the turtle submerges and lets them through. The party then owes a favor to a creature that lives in their preferred trade lane.
Steam Breath has Recharge 5-6, so on average it returns every other round. The fight is paced by that recharge. When the party hears the rumble building in the turtle's chest, it should be a sound everyone at the table learns to recognize.
Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.