D&D General Dragon Turtles

Richards

Legend
Who's enslaved the dragon turtle? Do they have an arcane spellcaster among their ranks that can cast a fly spell on the dragon turtle? And perhaps ride along on his shell as an additional source of attacks when the flying dragon turtle chases after the flying PCs?

Johnathan
 

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Voadam

Legend
Descendant of Gamera.

gamera%2Bsuper%2Bmonster.jpg
 

egomann

Explorer
Who's enslaved the dragon turtle? Do they have an arcane spellcaster among their ranks that can cast a fly spell on the dragon turtle? And perhaps ride along on his shell as an additional source of attacks when the flying dragon turtle chases after the flying PCs?

Johnathan
Hmm... Maybe a Fathomless Warlock...
 


MarkB

Legend
Hey everyone, what do you think would be the best way, other than DM Fiat, to give a flying speed to a dragon turtle? I am trying to design an encounter on the docks of a city where a Priest of Umberlee brings up an enslaved Dragon Turtle. The problem is that all of the players have flight one way or another (this is a high powered game) and once they are outside of the BW range, there is no threat.
Don't bring the turtle to the PCs, bring the PCs to the turtle. Have the same priest cast a control weather spell in advance of the summoning, subjecting the entire area to a hurricane-force storm. By DMG rules, in a Strong or higher wind flying creatures must land at the end of their turn or fall.
 

egomann

Explorer
Don't bring the turtle to the PCs, bring the PCs to the turtle. Have the same priest cast a control weather spell in advance of the summoning, subjecting the entire area to a hurricane-force storm. By DMG rules, in a Strong or higher wind flying creatures must land at the end of their turn or fall.
Ohh.... That's an awesome idea. Thanks.
 

egomann

Explorer
Don't bring the turtle to the PCs, bring the PCs to the turtle. Have the same priest cast a control weather spell in advance of the summoning, subjecting the entire area to a hurricane-force storm. By DMG rules, in a Strong or higher wind flying creatures must land at the end of their turn or fall.
The DMG says " A strong wind also extinguishes open flames, disperses fog, and makes flying by nonmagical means nearly impossible. A flying creature in a strong wind must land at the end of its turn or fall." Does that mean that flying by magical means is unaffected?
 

MarkB

Legend
The DMG says " A strong wind also extinguishes open flames, disperses fog, and makes flying by nonmagical means nearly impossible. A flying creature in a strong wind must land at the end of its turn or fall." Does that mean that flying by magical means is unaffected?
Okay, I missed the "non-magical" distinction. My assumption was that if you're a creature, and you're flying, you're a flying creature.

For magical flight I guess it would depend on the means of flight. Anything that actually gives you wings should be affected the same as for a flying creature, and a magic carpet or broomstick will have trouble staying upright. Something like a Fly spell might be largely unimpeded, but creatures should still be carried along by the wind.
 

Parmandur

Book-Friend
The DMG says " A strong wind also extinguishes open flames, disperses fog, and makes flying by nonmagical means nearly impossible. A flying creature in a strong wind must land at the end of its turn or fall." Does that mean that flying by magical means is unaffected?
The one fluff sentence mentions non-magival flying, but the rule just says "flying."
 


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