Wounded Dragon Turtle (3-4)
CREATURE 5 +12; darkvision
Common, Draconic, Thalassic
Athletics +14, Diplomacy +10, Intimidation +12, Stealth +8, Survival +11
Str +5, Dex -1, Con +4, Int +0, Wis +2, Cha +0
AC 23; Fort +13, Ref +9, Will +10
HP 70; Immunities fire, paralyzed, sleep
Shell Block
A creature adjacent to the dragon turtle targets it with a melee attack.
The dragon turtle rolls its shell toward the triggering creature, gaining a +2 circumstance bonus to its AC against the triggering attack.
20 feet, swim 30 feet
Melee Jaws +15 (reach 10, unarmed), Damage 2d8+5 piercing
Melee Claw +15 (agile, unarmed), Damage 2d6+5 slashing
Breath Weapon (air, fire, primal)
The dragon turtle breathes a massive blast of steam that deals 6d6 fire damage to creatures within a 40-foot cone (DC 21 basic Reflex save). This steam blast affects creatures within the water, as well as outside.
The dragon turtle can't use its Breath Weapon again for 1d4 rounds.
Capsize (attack, move)
The dragon turtle tries to capsize an adjacent aquatic vessel of its size or smaller. The dragon turtle must succeed at an Athletics check with a DC of 24 or the pilot's Sailing Lore DC, whichever is higher.
Draconic Frenzy
The dragon turtle makes two claw Strikes and one jaws Strike in any order.
Pathfinder Society Scenario #2-06: The Crashing WaveOGL