Free interactive D&D 5e SRD stat block

Dragon Turtle

Gargantuan Dragon, CR 17, AC 20, 356 HP. Neutral.

Gargantuan Dragon, Neutral

AC
20
Initiative
+6 (16)
HP
356 (23d20+115)
Speed
20 ft., Swim 50 ft.
ScoreModSave
STR 25 +7 +7
DEX 10 +0 +0
CON 20 +5 +11
INT 10 +0 +0
WIS 12 +1 +7
CHA 12 +1 +1
Resistances
Fire
Senses
Darkvision 120 ft.; Passive Perception 11
Languages
Draconic, Primordial (Aquan)
CR
17 (XP 18,000; PB +6)

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 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.

How to use this page

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