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
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 22 | +6 | d12 |
| Mind | 8 | -1 | -d3 |
| Sense | 18 | +4 | d8 |
| Heart | 14 | +2 | d4 |
| Cunning | 16 | +3 | d6 |
| Fate | 16 | +3 | d6 |
Passives
Amphibious
Breathes air and water. Immune to fire damage.
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While withdrawn into its shell it is resistant to all damage and has advantage on all saves, but cannot move or attack.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
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.
Steam Breath
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.