Dragon Turtle | CR 9 |
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Usually N Huge Dragon (Aquatic) Init +0; Senses darkvision 60 ft., low-light vision, scent; Listen +16, Spot +16 Languages Aquan, Draconic, Common |
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AC 25, touch 8, flat-footed 25 hp 138 (12 HD) Immune fire, sleep, paralysis Fort +13, Ref +8, Will +9 |
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Speed 20 ft., swim 30 ft. Melee Bite +18 (4d6+8) and 2 claws +13 (2d8+4) Space 15 ft.; Reach 10 ft. Base Atk +12; Grp +28 Atk Options Blind-Fight, Cleave, Improved Bull Rush, Power Attack |
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Abilities Str 27, Dex 10, Con 21, Int 12, Wis 13, Cha 12 Feats Blind-Fight, Cleave, Improved Bull Rush, Power Attack, Snatch Skills Diplomacy +3, Hide +7*, Intimidate +16, Listen +16, Search +16, Sense Motive +16, Spot +16, Survival +16 (+18 following tracks), Swim +21 Advancement 13-24 HD (Huge); 25-36 HD (Gargantuan) |
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Breath Weapon (Su) Cloud of superheated steam 20 feet high, 25 feet wide, and 50 feet long, once every 1d4 rounds, damage 12d6 fire, Reflex DC 21 half; effective both on the surface and underwater. The save DC is Constitution-based.
Capsize (Ex) A submerged dragon turtle that surfaces under a boat or ship less than 20 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel from 20 to 60 feet long and a 20% chance to capsize one over 60 feet long.
Skills A dragon turtle has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *Dragon turtles have a +8 racial bonus on Hide checks when submerged. |