Size:
Gargantuan
Type:
Magical Beast
Form:
chelonian
Temper:
rapacious, treacherous
# App:
1
Lair:
large sea caves
Diet:
omnivore
Combat Dice: 6
Hit Points: 100 + 2d20
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role: soldier
Ground: 20
Climb/Arboreal:
Flight:
Swim: 30
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(Valor)
Actions/Abilities/Traits: (Valor)
Type: offense
Circumstance: combat round
Description: slashing bite
Reach: 5
Speed: 5
Combat Dice: 2
Effect: 2d12 + 4
Armor Piercing: 3

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Bite
Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage.
Action
Claw
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage.
Action
Multiattack
The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.
Action
Steam Breath (Recharge 5-6)
The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution 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.
Action
Tail
Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone.
Special
Amphibious
The dragon turtle can breathe air and water.

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Action
2 claws/1 bite
1-8(x2)/10-60
Action
claw
2 * claw (1d8)] or breath
Action
bite
1 * bite (1d6 * 10) or breath
Special
Breath weapon
90' long, 30' wide cloud of steam. Can be used up to three times per day. All caught in the area suffer damage equal to the dragon turtle's current hit points (save versus breath for half).
Special
Mistaken for island
When floating, can be mistaken for a small island.
Special
Attack ships
Sometimes try to destroy ships and eat the crew by surfacing below.
Special
Treasure
From sunken ships.

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Awesome Blow
Action
Feat 2
Blind-Fight
Action
Feat 3
Cleave
Action
Feat 4
Improved Bull Rush
Action
Feat 5
Improved Initiative
Action
Feat 6
Power Attack
Action
Melee 1
bite +18 (3d6+8)
Action
Melee 2
2 claws +18 (2d6+8)
Special
Breath Weapon (Su)
Cloud of steam 20 feet high, 25 feet wide, and 50 feet long, once every 1d4 rounds, damage 12d6 fire, Reflex DC 20 half; effective both on the surface and underwater. The save DC is Constitution-based.
Special
Capsize (Ex)
A dragon turtle can attempt to capsize a boat or ship by ramming it as a charge attack and making a CMB check. The DC of this check is 25, or the result of the boat captain's Profession (sailor) check, whichever is higher. For each size category larger than the dragon turtle's size, it takes a cumulative -10 penalty on this CMB check.

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Breath Weapon
(air, fire, primal) The dragon turtle breathes a massive blast of steam that deals 10d6 fire damage to creatures within a 50-foot cone (DC 27 basic Reflex save). This steam blast affects creatures within the water, as well as outside. The dragon turtle can't use its Breath Weapon again for 1d4 rounds or until it takes a critical hit (whichever comes first).
Ability
Capsize
(attack, move) The dragon turtle tries to capsize an adjacent aquatic vessel of its size or smaller. The dragon turtle must succeed at an Athletics check with a DC of 30 or the pilot's Sailing Lore DC, whichever is higher.
Ability
Draconic Frenzy
The dragon turtle makes two Claw Strikes and one Jaws Strike in any order.
Ability
Shell Block
Circumstance: Trigger: A creature adjacent to the dragon turtle targets it with
The dragon turtle rolls its shell toward the triggering creature, gaining a +2 circumstance bonus to its AC against the triggering attack.
Offense
Melee
Circumstance: combat round (melee)
jaws +21 [+16/+11] (reach 10 feet), Damage 2d12+9 piercing
Trait
Amphibious
An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.
Trait
Dragon
Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.
Immunity
fire
paralyzed
sleep
Language
Aquan
Common
Draconic
Perception
darkvision
This long-tailed aquatic beast resembles a massive snapping turtle with draconic features.
5e SRD
Gargantuan sea monsters with the body and hard shell of a turtle and the head, tail, and legs of a dragon. Lurk in huge caves in the depths of the ocean, only rarely coming to the surface.
OSE