Tortugar Drakes by Sonixverse Labs

by Sonixerse

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Tortugar Drakes

Tortugar drakes are a peculiar species of lesser dragons that are considered to be primitive ancestors to the mighty dragon turtle. Just like their titanic kin, tortugar drakes are enormous behemoths that sport a dense spined shell and powerful squat limbs that allow it to move with surprising speed despite their natural bulk.

Amphibious Wanderers

Tortugar drakes are amphibious creatures by nature and can surprisingly agile swimmer. These massive drakes can commonly be found living on many beaches and swamps that can freely access the ocean. These drakes are well-known for their natural sense of direction and typically travels hundreds or even thousands of miles over the seas to go to breeding or hunting grounds throughout their lifetime. Because of their amphibious nature and navigation instincts, they are popular mounts to be used for travel and war, for those brave enough to tame them.

Living Dreadnaught

Just like dragon turtles, the tortugar drake’s first line of defense is its heavily armored shell that is capable of shrugging off most forms of conventional weapons. Additionally, the drake has the capability to roll up into its shell to propel itself at enemies, trampling all in its path. In addition to its nearly impervious shell, the tortugar drake sports powerful hull crushing jaws as well as a armor smashing tail that it can use to shatter the bones of its prey. However, the drake’s greatest weapon is its steam breath which grants it the ability to fire superheated water to scald their enemies.



Tortugar Drake

Huge Dragon, unaligned


  • Armor Class 19 (Natural Armor)
  • Hit Points 115(10d12+50)
  • Speed 40ft., swim 40ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 20 (+5) 5 (-3) 16 (+3) 12 (+1)

  • Saving Throws Str +9, Con +9
  • Skills Athletics +9,Perception +7, Survival +11
  • Damage Resistances Acid, Cold, Fire
  • Senses passive Perception 17
  • Languages None
  • Proficiency Bonus +4
  • Challenge 11 (7200 xp)

Amphibious The drake can breath in air an in water

Protective Shell When the drake fails a Constitution or Dexterity saving throw, it takes half damage and none on a success

Siege Monster The drake can deal double damage to buildings and objects

Shock Absorption The drake has advantage on saving throws against being stunned or paralyzed

Spiny Shells When a creature damage the drake with a melee attack while within 5ft. of it, the attacker takes 5(2d4) piercing damage

Thick Plates When the drake takes bludgeoning, piercing, or slashing damage, it can reduce the damage taken by 5.

Actions

Multiattack. The drake can make one attack with its bite and one with its tail

Crushing Bite. Melee Weapon Attack: +9 to hit, 5ft., one target. Hit 18 (2d12+5) piercing damage. If this attack deals a critical hit, the target suffers vulnerability to bludgeoning, piercing, and slashing damage until the end of its next turn

Tail Melee Weapon Attack: +9 to hit, 5ft., one target. Hit 33 (8d6+5) piercing damage. On a hit, the target must succeed a DC 17 Strength saving throw or be knocked prone.

Steam Breath (Recharge 5-6) Creatures in a 30ft. cone must succeed a DC 17 Dexterity saving throw. On a failed saving throw, the target takes 18 (4d8) cold damage + 18 (4d8) fire damage. On a successful saving throw, creatures take half damage. The damage from this ability is unaffected by being underwater.

Bonus Actions

Shell Smash As a bonus action, the drake can take the Dash action. Once on a turn, when the drake leaves from within 5ft. of a creature's space while taking this movement, it can force that creature to make a DC 17 Strength or Dexterity saving throw. On a failed saving throw, the target takes 13(2d12) bludgeoning damage, pushed back 10ft, and is knocked prone

Reactions

Shell Defense When a creature hits the drake with an attack, it can increase its AC by 2. If the attack still hits, the drake only takes half damage,

 

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