KING
Dragon Turtle

Dragon Turtle

Dragon · Crown of Mammon

T4d10Major

Oceanic behemoths, dragon turtles steam breath, shells armored like islands.

Tier 4  ·  Role Major  ·  Pool Vigor 6 / Vitality 8  ·  AC 14  ·  ATK +6  ·  Save DC 17  ·  Dmg d10

AC1410 base + 4 Sense
Vigor6Tier + Heart mod, regenerates
Vitality82 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+6d20 + bonus vs AC, two or three a turn
Damaged10crit 2d10
Save DC17Tier 4 DC
Crit17+Cunning 16
Disruptd6on any Vitality loss
StatScoreModDie
Body22+6d12
Mind8-1-d3
Sense18+4d8
Heart14+2d4
Cunning16+3d6
Fate16+3d6

Passives

Passive

Amphibious

Breathes air and water. Immune to fire damage.

Passive

Shell Defense

While withdrawn into its shell it is resistant to all damage and has advantage on all saves, but cannot move or attack.

Maneuvers

Maneuver

Tail Sweep

Attack with 15 ft reach; on a hit the target is also pushed 10 ft and must save (DC 17) or fall prone.

Declarations

Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.

Declaration

Steam Breath

Telegraph · disrupt d6 · Body save

Scalding steam fills a 60 ft cone. Each creature in it must save (DC 17) or take 4 damage; on a success it takes 1 Vigor damage. Ships caught in the blast, or beneath the turtle as it surfaces, are capsized.

Tactics

GM tactics

Demands tribute from ships passing through its territory. Surfaces beneath vessels to capsize them. Hoards sunken treasure.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 4 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d10. A crit rolls two: 2d10.
  • Crits on a natural 17+ (Cunning 16).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.