🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Dragon TurtleCreature 9


NHugeAmphibiousDragon
Source Pathfinder Bestiary
Perception +18 (darkvision)
Languages Aquan, Common, Draconic
Skills Athletics +21, Diplomacy +16, Intimidation +18, Stealth +13, Survival +17
Str +6, Dex +0, Con +4, Int +1, Wis +3, Cha +1

AC 29; Fort +19; Reflex +15; Will +16;
HP 140
Speed 20 feet (swim 30 feet)
Immunities fire, paralyzed, sleep

Jaws One Action +21 (+16, +11) to hit (reach 10) 2d12+9 Piercing
Claw One Action +21 (+17, +13) to hit (agile) 2d8+9 Slashing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Shell Block Reaction

Trigger A creature adjacent to the dragon turtle targets it with a melee attack.


Effect The dragon turtle rolls its shell toward the triggering creature, gaining a +2 circumstance bonus to its AC against the triggering attack.

Breath Weapon Two Actions (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).

Capsize One Action (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.

Draconic Frenzy Two Actions

The dragon turtle makes two Claw Strikes and one Jaws Strike in any order.


When sailors warn others of the terrible threats of the open sea, they seldom forget to mention dragon turtles-immense aquatic dragons with rocky shells similar to those of tortoises and flippers powerful enough to overturn hardy vessels. These fearsome creatures enjoy being considered as dangerous as storms or natural disasters by seafaring folk. Dragon turtles delight in amassing treasure, although most prefer to receive tribute from passing sailors and often store their hoards in the shipwrecks of vessels once crewed by those unwilling to surrender their valuables. Dragon turtles are solitary creatures and hunt in regions encompassing a hundred square miles or more. Although they normally eat large fish, they are omnivorous and also eat seaweed or even foolhardy dragon hunters. Experienced sailors keep a keen eye out for dragon turtles, preparing to flee should one approach or offer it treasure in exchange for safe passage.

Most dragon turtles are at least 20 feet wide and 50 feet long, although some can grow substantially larger. These massive, ancient dragon turtles are somnolent, and resemble rocky islands from a distance; their prodigious hoards can be a source of truly ancient sea lore. Legends persist of truly immense dragon turtles who spend centuries drifting on the surface of the ocean, far from established shipping lanes or charted waters, with shells that serve as islands capable of supporting entire ecosystems and even, some claim, small settlements whose inhabitants know nothing of land that doesn't drift across the sea.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

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.