Unlike other dragon turtles, this creature appears to be made of constellations in the night sky.
|Ancestral Dragon Turtle||CR 11
AC 25, touch 10, flat-footed 23 (+2 Dex, +15 natural, –2 size)
hp 126 (12d12+48)
Fort +11, Ref +12, Will +10
Immune fire, sleep, paralysis
Speed 20 ft., swim 30 ft., fly 30 ft. (perfect)
Melee bite +16 (3d6+6), 2 claws +16 (2d6+6)
Space 15 ft.; Reach 10 ft.
Special Attacks breath weapon, capsize
Str 23, Dex 14, Con 17, Int 10, Wis 15, Cha 14
Base Atk +12; CMB +20; CMD 32 (36 vs. trip)
Feats Awesome Blow, Cleave, Improved Bull Rush, Improved Initiative, Lightning ReflexesB, Power Attack, Toughness
Skills Diplomacy +17, Fly +6, Intimidate +17, Perception +17, Sense Motive +17, Stealth +17, Survival +17, Swim +29; Racial Modifiers +8 Stealth
Languages Auran, Aquan, Common, Draconic
SQ air born, gaseous form (self only, CL 12), shell, trainer spells (as scout,
Air Born (Ex)
When in ﬂight, an ancestral dragon turtle gains a +1 morale bonus on attack and damage rolls with ranged attacks.
Breath Weapon (Su)
Cloud of steam 20 feet high, 25 feet wide, and 50 feet long, once every 1d4 rounds, damage 12d6 fire, Reflex DC 19 half; effective both on the surface and underwater. The save DC is Constitution-based.
A 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. For each size category larger than the dragon turtle’s size, it takes a cumulative –10 penalty on this CMB check.
Gaseous Form (Su)
An ancestral dragon turtle can use gaseous form, as the spell, on itself once per day for up to 24 minutes.
As a move action, an ancestral dragon turtle can pull its extremities and head into its shell. It cannot move or attack as long as it remains in this state, but its armor bonus from natural armor increases by +4 as long as it does.
Mystical: Kingdom of Monsters, © 2015, Northwinter Press; author Kevin Glusing.