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Wounded Dragon Turtle (3-4)Creature 5


UncommonNHugeAmphibiousDragon
Source Pathfinder Society Scenario #2-06: The Crashing Wave
Perception +12 (darkvision)
Languages Aquan, Common, Draconic
Skills Athletics +14, Diplomacy +10, Lore +12, Stealth +8, Lore +11
Str +5, Dex -1, Con +4, Int +0, Wis +2, Cha +0

AC 23; Fort +13; Reflex +9; Will +10;
HP 70
Speed 20 feet (swim 30 feet)
Immunities fire, paralyzed, sleep

Jaws One Action +15 (+10, +5) to hit (reach 10) 2d8+5 Piercing
Claw One Action +15 (+11, +7) to hit (agile) 2d6+5 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

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


EffectThe 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 6d6 fire damage to creatures within a 40-foot cone (DC 21 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.

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 24 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.



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

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.