Dragon Turtle (CR 11/MR 4)

This long-tailed aquatic beast resembles a massive snapping turtle with draconic features.

Mythic Dragon Turtle (CR 11/MR 4)
XP 12,800
Pathfinder Roleplaying Game Bestiary
N dragon (aquatic, mythic)
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +16


AC 27, touch 8, flat-footed 27 (+19 natural, –2 size)
hp 166 (12d12+88)
Fort +12, Ref +8, Will +9
Defensive Abilities iridescent shellMMA; DR 10/epic; Immune dragon traits, fire, paralysis and sleep


Speed 20 ft., swim 30 ft.
Melee bite +20 (3d6+10), 2 claws +20 (2d6+10)
Space 15 ft.; Reach 10 ft.
Special Attacks boiling breathMA, breaching rushMA, breath weapon (50-ft. cone, 16d6 fire, Reflex DC 20 for half, usable every 1d4 rounds), capsize, lingering breath (2d8 fire, 4 rounds)MA, mythic power (4/day, surge 1d8), seething saunaMA


Str 31, Dex 10, Con 19, Int 12, Wis 13, Cha 12
Base Atk +12; CMB +24 (+28 bull rush); CMD 34 (38 vs. bull rush and trip)
Feats Awesome Blow, Blind-Fight, Cleave, Improved Bull RushMF, Improved Initiative, Power AttackMF
Skills Diplomacy +16, Intimidate +16, Perception +16, Sense Motive +16, Stealth +7 (+15 in water), Survival +16, Swim +33; Racial Modifiers +8 Stealth in water
Languages Aquan, Common, Draconic


Environment temperate aquatic
Organization solitary
Treasure double

Special Abilities

Boiling Breath (Su) A mythic dragon turtle’s steaming breath deals 16d6 points of fire damage, and its seething dampness affects natural and magical fires and creatures with the fire subtype as a quench spell (caster level 12th). Despite dealing fire damage, a mythic dragon turtle’s breath does not harm wood, cloth, rope, and similar flammable materials. A mythic dragon turtle’s steaming breath hangs in the air for 4 rounds, obscuring vision as a fog cloud. If a mythic dragon turtle expends one use of its mythic power as a free action when it breathes, its breath functions as solid fog rather than a fog cloud.

Breaching Rush (Ex) A swimming mythic dragon turtle can crash its body into multiple foes as a full-round action, allowing it to simultaneously bull rush all creatures in a 15-foot-wide path. In addition, Medium or smaller creatures in its path must succeed on a DC 20 Reflex save or take 3d6+15 points of bludgeoning damage. Unattended objects in the mythic dragon turtle’s path take damage normally, and wooden objects (including ships) take double damage. The mythic dragon turtle can continue moving up to 30 feet or until it fails to successfully bull rush a creature in its path. A mythic dragon turtle can use its Power Attack feat in conjunction with this ability, taking a -4 penalty on its combat maneuver checks but gaining a +12 bonus to damage against Medium or smaller creatures failing their saves. If a mythic dragon turtle expends one use of its mythic power while making a breaching rush, it can affect creatures up to Large size, and creatures it successfully bull rushes are staggered for 1 round (and knocked prone if the bull rush forces them out of the water).

Iridescent Shell (Ex) A mythic dragon turtle’s shell and scales are coated with an iridescent sheen that diffracts targeted magical effects and dissipates their effects. A mythic dragon turtle applies its natural armor bonus to its AC against rays and other spells, spell-like abilities, and supernatural effects that require a ranged touch attack. In addition, when a mythic dragon turtle is targeted with a spell or spell-like ability, even one that does not require an attack roll, it can expend one use of its mythic power to deflect that effect harmlessly or two uses of its mythic power to reflect that effect back upon its creator. This has no effect on area effects or effects delivered by a melee touch attack. If the effect creates multiple missiles or rays, all missiles or rays targeting the mythic dragon turtle are deflected when this power is used. This ability can deflect mythic spells or spell-like abilities of up to 4th level or non-mythic spells or spell-like abilities of up to 6th level.

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