Grand Dragon Turtle
Giant Mighty Dragon Turtle - CR 15
Size/Type: Gargantuan Dragon
Hit Dice: 12d12 + 84 (CON) + 120 [Mighty] = 282 HP
Initiative: +5 (Mighty) - 1 (DEX) = +4
Speed: Ground: 50 ft., Swim: 60 ft.
Armor Class: 30 (-4 Size, -1 Dex, +5 Dodge, +20 Natural), Touch 10, Flat-Footed 25
Base Attack/Grapple: +17/+39
Full Attack: 1 Bite +23 (4d8+15), 2 Claws +18 (3d6+10)
Space/Reach: 20 ft./15 ft.
Special Attacks: Breath Weapon, Capsize
Special Qualities: Darkvision 60 ft, Low-light Vision, Damage Reduction 4/--, Spell Resistance 27, Immunity to Sleep & Paralysis effects, Immune to Mind-Affecting effects, Immune to Fire
Saves: Fort +20, Ref +12, Will +14
Abilities: Str 31, Dex 8, Con 25, Int 12, Wis 13, Cha 12
Skills*: Diplomacy +21, Hide +14 (+22 while submerged), Listen +21, Search +21, Sense Motive +21, Spot +21, Survival +16 (+18 following tracks), Swim +25 (+33 to perform special action or avoid a hazard);
*Gain a +5 Competence bonus to any untrained skill check made using skills not listed here.
Feats: Blind-Fight,
Cleave,
Maximize Breath,
Power Attack,
Snatch
Languages: Draconic, Low Valyrian (Braavosi)
Alignment: True Neutral
Breath Weapon (Su): As often as once per 1d4 rounds, you can breath a cloud of super-heated steam 30 feet high, 35 feet wide, and 60 feet long which inflicts 12d8 Fire damage. A DC 30 Reflex save halves damage. This breath weapon is effective both on the surface and underwater. The save DC is Constitution-based.
Capsize (Ex): A submerged Grand Dragon Turtle that surfaces under a boat or ship less than 30 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel from 40 to 90 feet long and a 20% chance to capsize one over 90 feet long.
Skills: A Grand Dragon Turtle has a +8 racial bonus on Hide checks when submerged and on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the Run Action while swimming, provided it swims in a straight line.