Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
Aquan, Common, Draconic
Resistances & Immunities
Traits
Amphibious
The dragon turtle can breathe air and water.
Innate Spellcasting
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
Legendary Resistance (1/Day)
If the dragon turtle fails a saving throw, it can choose to succeed instead. When it does so, the faint glow cast by its shell winks out. When the dragon turtle uses Retract, it gains one more use of this ability and its shell regains its luminescence.
Actions
Bite
+13 to hit, reach 15 ft (4.6 m). Hit: 7d12+7 piercing damage.
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.
Ram
+13 to hit, reach 15 ft (4.6 m). Hit: 6d12+7 bludgeoning damage.
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.
Steam Breath
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.
Bonus Actions
Claws
Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 25 (4d8 + 7) slashing damage.
Reactions
Retract
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.
Tail
+13 to hit, reach 15 ft (4.6 m). Hit: 6d12+7 bludgeoning damage.
When the dragon turtle is hit by an opportunity attack, it makes a tail attack.
Legendary Actions
Claw Kick
The dragon turtle makes a claws attack and then moves up to half its speed without provoking opportunity attacks.
Emerald Radiance
Searing green light emanates from the dragon turtle. Each creature within 90 feet makes a DC 17 Dexterity saving throw, taking 70 (20d6) radiant damage on a failure or half damage on a success. A creature that fails the saving throw is blinded until the end of its next turn.
Tail
The dragon turtle makes a tail attack.
Lightning Storm
The dragon turtle recharges and uses Lightning Storm.
The dragon turtle can take 3 legendary actions
Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
About Titanic Dragon Turtle
Titanic Dragon Turtle is a titanic dragon with a Challenge Rating of 24. It has a chaotic evil alignment.
In combat, this creature maintains an Armor Class of 21 and possesses 396 hit points (derived from 24d20+144).
Titanic Dragon Turtle has communication capabilities including Aquan, Common, Draconic. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Titanic Dragon Turtle
3 tips available
GM Tips: Using Titanic Dragon Turtle
When using Titanic Dragon Turtle in your D&D 5e campaign, consider these tactical approaches:
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Aquatic Combat: This creature can swim at 80 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.
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Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.
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Lightning Damage Awareness: Lightning attacks often have long range and high speed. Advise players to use cover and avoid metal armor/weapons. Water surfaces amplify lightning damage - avoid fighting near water.
Player Guide: Facing Titanic Dragon Turtle
3 strategies available
Player Guide: Facing Titanic Dragon Turtle
When your party encounters this creature, keep these strategies in mind:
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Aquatic Combat Defense: This creature can swim at 80 ft! It has advantage in water. Fight on land if possible. Use 'Control Water' or drain water sources to limit its mobility.
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Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.
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Lightning Damage Protection: This creature deals lightning damage! Avoid metal armor and weapons. Use cover and avoid water surfaces. 'Iron Skin' or 'Protection from Energy' can help.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 24.
High-Level Solo Encounter:
This creature is too powerful for a single level-20 character. You need 3.0 character(s) at maximum level (20) to face this creature.
Experience Point Thresholds:
- Medium: 60,000 XP
- Hard: 90,000 XP
- Deadly: 120,000 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Titanic Dragon Turtle?
- Titanic Dragon Turtle has a Challenge Rating of 24, making it appropriate for parties of level 24.0.
- What type of creature is Titanic Dragon Turtle?
- Titanic Dragon Turtle is a Titanic Dragon, which affects how certain spells and abilities interact with it.
- What languages does Titanic Dragon Turtle speak?
- Titanic Dragon Turtle can communicate in Aquan, Common, Draconic.
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Related D&D 5e Content
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