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    Dragon Turtle 5e: Steam Breath, Ship Fights and the 2024 Turtle

    A dragon turtle is a CR 17 Gargantuan Dragon with AC 20, 341 hit points, a 40-foot swim speed and a 60-foot cone of Steam Breath that deals 52 (15d6) fire damage. The steam is the reason it's feared at sea: fire normally does reduced damage underwater, and this breath ignores that. The 2024 version has 356 hit points, swims at 50 feet, bites three times a round for 30 damage each, and breathes for 56. Neither SRD stat block has an ability to capsize ships; what it does to a hull is a matter of hit points and damage thresholds, covered below.

    Table of Contents

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    Dragon Turtle Stat Block (2014)

    The 2014 dragon turtle (SRD 5.1) is a sea monster with a dragon's damage and almost no tricks.

    Dragon Turtle

    Gargantuan dragon, neutral

    Armor Class 20 (natural armor)
    Hit Points 341 (22d20+110)
    Speed 20 ft., swim 40 ft.
    STR
    25 (+7)
    DEX
    10 (+0)
    CON
    20 (+5)
    INT
    10 (+0)
    WIS
    12 (+1)
    CHA
    12 (+1)
    Saving Throws DEX +6, CON +11, WIS +7
    Damage Resistances fire
    Senses darkvision 120 ft., passive Perception 11
    Languages Aquan, Draconic
    Challenge 17 (XP 18,000; PB +6)

    Traits

    Amphibious. The dragon turtle can breathe air and water.

    Actions

    Multiattack. The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.
    Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage.
    Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage.
    Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone.
    Steam Breath (Recharge 5–6). The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.
    Stat block from the SRD 5.1 (2014 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.

    What's on the block:

    • •Multiattack: a bite (+13, reach 15 ft., 26 piercing) and two claws (+13, reach 10 ft., 16 slashing each), or a bite and a tail.
    • •Tail: +13, reach 15 ft., 26 bludgeoning. A creature hit makes a DC 20 Strength save or is pushed up to 10 feet and knocked prone.
    • •Steam Breath (Recharge 5-6): 60-foot cone, DC 18 Constitution save, 52 (15d6) fire on a failure, half on a success. Being underwater doesn't grant resistance against it.
    • •Defenses: AC 20, 341 hit points, resistance to fire, proficient Dexterity (+6), Constitution (+11) and Wisdom (+7) saves.
    • •Amphibious: it breathes air and water.

    Notice what's missing. No legendary actions, no Legendary Resistance, no Magic Resistance, no condition immunities and no lair actions in the SRD. For a CR 17 creature that's a short list of defenses. It relies on 341 hit points and the fact that it fights where the party can't breathe.

    Dragon Turtle in the 2024 Rules

    The 2024 dragon turtle (SRD 5.2.1) stays CR 17 and 18,000 XP and roughly doubles down on biting.

    Dragon Turtle

    Gargantuan Dragon, Neutral

    Armor Class 20
    Initiative +6 (16)
    Hit Points 356 (23d20 + 115)
    Speed 20 ft., swim 50 ft.
    STR
    25 (+7)save +7
    DEX
    10 (+0)save +0
    CON
    20 (+5)save +11
    INT
    10 (+0)save +0
    WIS
    12 (+1)save +7
    CHA
    12 (+1)save +1
    Resistances fire
    Senses Darkvision 120 ft.; Passive Perception 11
    Languages Draconic, Primordial (Aquan)
    Challenge 17 (XP 18,000; PB +6)

    Traits

    Amphibious. The dragon can breathe air and water.

    Actions

    Multiattack. The dragon makes three Bite attacks. It can replace one attack with a Tail attack.
    Bite. Melee Attack Roll: +13, reach 15 ft. Hit: 23 (3d10 + 7) Piercing damage plus 7 (2d6) Fire damage. Being underwater doesn’t grant Resistance to this Fire damage.
    Tail. Melee Attack Roll: +13, reach 15 ft. Hit: 18 (2d10 + 7) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition.
    Steam Breath (Recharge 5–6). Constitution Saving Throw: DC 19, each creature in a 60-foot Cone. Failure: 56 (16d6) Fire damage. Success: Half damage. Failure or Success: Being underwater doesn’t grant Resistance to this Fire damage.
    Stat block from the SRD 5.2.1 (2024 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.
    2014 Dragon Turtle2024 Dragon Turtle
    HP341 (22d20 + 110)356 (23d20 + 115)
    Speed20 ft., swim 40 ft.20 ft., swim 50 ft.
    SavesDex +6, Con +11, Wis +7Con +11, Wis +7 (Dex +0)
    MultiattackBite + 2 claws, or bite + tailThree bites; one can be a tail
    Bite26 (3d12 + 7) piercing23 (3d10 + 7) piercing + 7 (2d6) fire
    Tail26 bludgeoning; DC 20 Str save or pushed 10 ft. and prone18 bludgeoning; Huge or smaller target is knocked prone, no save
    Steam BreathDC 18, 52 (15d6)DC 19, 56 (16d6)
    InitiativeDex +0+6

    What matters:

    • •It hits much harder. Three 30-point bites against AC 18 average about 72 damage a round, up from about 46. That's the biggest change.
    • •The tail stopped throwing people. The 2014 tail pushes a target 10 feet on a failed save, which is how a dragon turtle knocks someone off a deck. The 2024 tail only knocks the target prone, with no save.
    • •Its fire ignores the water too. Both the 2024 bite's fire damage and the breath state that being underwater doesn't grant resistance.
    • •Dexterity saves got worse. The 2024 turtle lost its Dexterity save proficiency (+6 to +0), so Dexterity-save spells land far more often.

    How the Dragon Turtle Fights

    Breath first, from below. Steam Breath starts available. A turtle that surfaces next to a ship opens with a 60-foot cone across the deck. Expected damage per creature caught:

    BreathCon save +2Con save +7
    2014 (DC 18, 52)fails 75%, about 46fails 50%, about 39
    2024 (DC 19, 56)fails 80%, about 50fails 55%, about 43

    It recharges on a 5 or 6, a one-in-three chance each turn, so expect it about every third round after the first. Try the numbers in our damage calculator.

    Melee from 15 feet. The bite and tail reach 15 feet, and the turtle is Gargantuan (20 by 20 feet). It controls a huge area around itself. Characters on a ship's deck rarely have room to get away from it.

    Damage per round. Against AC 18, at +13 it hits 80% of the time:

    TurtleAttacksAverage per round
    2014Bite + 2 claws (58 if all hit)about 46
    2014Bite + tail (52 if both hit) + push and proneabout 42
    2024Three bites (90 if all hit)about 72
    2024Two bites + tail (78 if all hit) + proneabout 62

    Use the water. The turtle swims at 40 or 50 feet and breathes water. The party probably doesn't. A turtle that's losing dives out of sight and out of most attacks' range, waits for its breath to recharge, and comes back. It walks at only 20 feet, so on land it's slow and exposed. It should never fight on land by choice.

    It's neutral and it talks. It speaks Draconic and Aquan (Primordial in 2024) and has Intelligence 10. A dragon turtle can be bargained with, paid off or bluffed. Many encounters with one shouldn't start with initiative.

    Dragon Turtle vs a Ship

    Neither the 2014 nor the 2024 stat block mentions ships, capsizing or ramming. If you want a dragon turtle to sink a ship, the SRD 5.2.1 vehicle rules give you the numbers. Ships have AC and hit points, and a damage threshold: any single hit smaller than the threshold does nothing, and any hit that meets it does full damage.

    Ship (SRD 5.2.1)ACHPDamage threshold
    Keelboat1510010
    Sailing ship1530015
    Longship1530015
    Galley1550020
    Warship1550020

    At +13 against AC 15, the turtle hits 95% of the time:

    • •2024 turtle: an average bite (30) beats every threshold. Three bites deal about 85 damage a round to the hull. A sailing ship lasts about 4 rounds; a warship about 6.
    • •2014 turtle: against a sailing ship, bite and both claws count (about 55 a round, roughly 6 rounds). Against a galley or warship, the 16-damage claws fall under the threshold of 20 and do nothing; only the bite and tail matter, about 49 a round, roughly 10 rounds.
    • •The breath doesn't hit the hull. Steam Breath forces saves from each creature in the cone. It clears the deck but doesn't damage the ship.

    Whether a damaged ship lists, capsizes or simply sinks at 0 hit points is your call; the SRD doesn't say. Repairs, by the same rules, cost 1 day and 20 gp per hit point while berthed (half that in a city shipyard), so a sailing ship that loses 200 hit points needs 100 to 200 days of work.

    Running a Dragon Turtle Encounter

    A dragon turtle is CR 17, worth 18,000 XP. Using the 2024 budget for four characters:

    Party levelBudget (Low / Moderate / High)Dragon turtle encounter
    1310,400 / 16,800 / 21,600One turtle (18,000): High
    1411,600 / 19,600 / 24,800One turtle: Moderate (just under the 19,600 budget)
    1513,200 / 21,600 / 31,200Turtle + 2 water elementals (21,600): Moderate

    The 2014 Dungeon Master's Guide guidelines, used by our encounter calculator, rate one dragon turtle as Hard for four level 13 characters.

    The XP budget assumes a fair fight. A dragon turtle attacking a ship the party must protect is harder: they're fighting for 300 hull points and a crew of 20 as well as themselves. A dragon turtle met by characters who can all breathe water and swim is easier than its CR suggests, since its best trick is the environment.

    How Players Beat a Dragon Turtle

    • •Hold it. It has no condition immunities and no Legendary Resistance. Hold Monster targets its Wisdom (+7), which is its best save after Constitution. Spells against its Intelligence or Charisma (both +1 or lower) are better bets.
    • •Banish it. Charisma save +1. Banishment at DC 18 fails on a 16 or lower, 80% of the time, and it doesn't get Advantage from anything.
    • •Dexterity saves against the 2024 turtle. With Dex +0, Disintegrate, Lightning Bolt and similar spells land. Against the 2014 turtle (Dex +6), they're coin flips.
    • •Avoid fire. It resists fire. Cold, lightning, force, thunder and radiant all work.
    • •Fight it underwater carefully. Without a swim speed, melee weapon attacks underwater have Disadvantage (2014: unless the weapon is a dagger, javelin, shortsword, spear or trident; 2024: unless it deals piercing damage). Ranged weapon attacks automatically miss beyond normal range and have Disadvantage within it (the 2014 rules exempt crossbows, nets and thrown weapons like javelins from that Disadvantage). Fire spells are resisted by everything underwater, except, of course, the turtle's own steam.
    • •Change the water. Control Water can part water or flood an area. Parting the sea around a 20-foot-speed creature takes away its best advantage, even if only for a few rounds.
    • •Talk. It's neutral and intelligent. Tribute, information or a better meal elsewhere can end the fight before it starts.

    Dragon Turtle Encounter Ideas

    The toll of the strait. A dragon turtle has claimed a narrow strait and demands a tenth of every cargo. Merchants have paid for years. A new harbormaster refuses, and the next ship comes back with a scalded crew. The party can negotiate, pay, or try to drive it off with a ship whose hull won't outlast six rounds of bites.

    The salvage dive. A sunken galley holds a fortune, in water a dragon turtle calls home. The party has water breathing and the turtle doesn't care about the gold. What it cares about is that the divers keep coming back. Underwater combat rules apply in full; every fire spell they planned is resisted.

    Hired help. A pirate captain has learned to lure the turtle with fresh whale carcasses and points it at her rivals. The party's ship is next on her list. They can kill the turtle, out-bargain the pirate, or turn the bait trick back on her. Log which ships and captains are involved in your session notes; sea campaigns pile up names fast.

    Frequently Asked Questions

    What CR is a dragon turtle in 5e?

    A dragon turtle is CR 17 (18,000 XP) in both editions. It has AC 20 and 341 hit points in 2014, and AC 20 and 356 hit points in 2024.

    How much damage does a dragon turtle's breath do?

    Steam Breath is a 60-foot cone. In 2014 it deals 52 (15d6) fire damage on a failed DC 18 Constitution save; in 2024, 56 (16d6) on a failed DC 19 save. Half on a success, and being underwater doesn't grant resistance. It recharges on a 5 or 6.

    Can a dragon turtle capsize a ship?

    Neither SRD stat block includes a capsizing or ramming ability. Using the SRD 5.2.1 ship statistics, a 2024 dragon turtle's bites can destroy a 300-hit-point sailing ship in about four rounds; anything beyond that, like flipping a hull, is up to the DM.

    Is a dragon turtle a real dragon?

    Its creature type is Dragon in both editions, so effects that target Dragons affect it. It isn't one of the chromatic or metallic dragons and has no age categories.

    Does fire work against a dragon turtle?

    Poorly. It has resistance to fire, so fire spells deal half damage, and underwater all fire damage is resisted anyway, for everything except its own steam.


    Stat blocks: System Reference Document 5.1 (2014) and 5.2.1 (2024), Wizards of the Coast, CC-BY-4.0. Tactics, encounter math and ideas are Loreify's own.

    This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.

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