Dragon Turtle, Great Wyrm | CR 19 |
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XP 6,400
N Colossal dragon (aquatic)
Init +4; Senses low-light vision, darkvision 60 ft., scent; Perception +28
AC 34, touch 2, flat-footed 34 (+32 natural, –8 size)
hp 348 (24d12+192)
Fort +24, Ref +16, Will +17
DR 10/magic; Immune fire, sleep, paralysis; SR 30
Speed 20 ft., swim 30 ft.
Melee bite +31 (6d6+15), 2 claws +31 (4d6+15)
Space 30 ft.; Reach 30 ft.
Special Attacks breath weapon, capsize, mirage, project false image
Sorcerer Spells Known (CL 12th; concentration +14)
6th (3/day)—suggestion (mass) (DC 19)
5th (5/day)—baleful polymorph (DC 18), dominate person (DC 18), feeblemind (DC 18)
4th (6/day)—charm monster (DC 17), ice storm, solid fog
3rd (7/day)—lightning bolt (DC 16), major image (DC 16), suggestion (DC 16), water breathing
2nd (7/day)—fog cloud, hideous laughter (DC 15), invisibility, minor image (DC 15), see invisibility
1st (7/day)—charm person (DC 14), mage armor, magic missile, shield, silent image (DC 14)
0 (at will)—arcane mark, dancing lights, daze (DC 13), detect magic, ghost sound (DC 13), mage hand, mending, message, prestidigitation
Str 40, Dex 10, Con 27, Int 12, Wis 13, Cha 16
Base Atk +24; CMB +47; CMD 57 (61 vs. trip)
Feats Awesome Blow, Blind-Fight, Cleave, Great Fortitude, Greater Vital Strike, Improved Bull Rush, Improved Initiative, Improved Vital Strike, Iron Will, Lightning Reflexes, Power Attack, Vital Strike
Skills Diplomacy +28, Intimidate +28, Perception +28, Sense Motive +28, Stealth +11 (+19 in water), Survival +28, Swim +47; Racial Modifiers +8 Stealth in water
Languages Aquan, Common, Draconic
SQ freeze
Environment temperate aquatic
Organization solitary
Treasure double
Breath Weapon (Su) Cloud of steam 30 feet high, 30 feet wide, and 60 feet long, once every 1d4 rounds, damage 24d6 fire, Reflex DC 30 half; effective both on the surface and underwater. The save DC is Constitution-based.
Capsize (Ex) A great wyrm dragon turtle can attempt to capsize a boat or ship by ramming it as a charge attack and making a CMB check. The DC of this check is 25, or the result of the boat captain's Profession (sailor) check, whichever is higher.
Freeze (Ex) A great wyrm dragon turtle can hold itself so still it appears to be a mound of rock. A great wyrm dragon turtle that uses freeze can take 20 on its Stealth check to hide in plain sight as a rocky outcropping or (if at the surface of a body of water) a small island.
Mirage (Su) When using freeze, a great wyrm dragon turtle can create illusory terrain as if using a mirage arcana spell (CL 12th). This terrain must be centered upon the great wyrm dragon turtle. It may incorporate but not hide the terrain feature the turtle appears to be.
Project False Image (Su) As a standard action, a great wyrm dragon turtle can duplicate the effects of a project image spell (CL 12th), except the image produced is that of any humanoid creature, not the great wyrm dragon turtle itself. The image moves according to the turtle's whim without the turtle needing to move. The turtle may have only one projected avatar at any given time.