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Two headed dragon turtle

The Legend of Tarlokh, the Twin-Tides Leviathan

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Ever stumbled across something in real life that immediately screams D&D inspiration? That’s exactly what happened when my son showed me a picture of a two-headed turtle. Naturally, my mind 2 headed turtleleapt straight to dragon turtles—those massive, mythical oceanic titans. But then the question hit me: what would a multi-headed dragon turtle be like in a game of Dungeons & Dragons? And just like that, the spark for a new, awe-inspiring creature was born. Let’s dive into the depths of imagination and craft a monstrous addition to your campaign: Tarlokh, the Twin-Tides Leviathan.

Whether you’re a Dungeon Master looking for an epic oceanic encounter or a player dreaming of surviving (or placating) such a beast, this creature is bound to make waves at your table. If this type of creative brainstorming gets your gears turning too, let me know—I’d love to keep exploring more fantastical ideas with you.

In the endless blue expanses of the Astral Sea, tales of a mythical dragon turtle with twin heads have fascinated sailors and scholars alike. Tarlokh, the Twin-Tides Leviathan, is a being of immense power and enigmatic purpose. Both feared and revered, this creature commands respect not only as a guardian of the oceans but also as a master of ancient and devastating magic.

Origins of a Myth

Legends say that Tarlokh was born from the union of a primordial sea god and an ancient dragon turtle. The creature’s twin heads symbolize the balance of order and chaos within the tides themselves. From its birth, Tarlokh was endowed with intellect and power unmatched by any other oceanic being. It has roamed the world’s waters for millennia, its presence heralded by storms and massive tidal shifts.

A Being of Law and Balance

Despite its destructive potential, Tarlokh is not inherently malevolent. It upholds the balance of life in the seas, punishing those who overhunt or pollute its domain while aiding those who honor the waters. Those who encounter Tarlokh and show respect often speak of its calm yet commanding presence, as though speaking to a living embodiment of the ocean’s will.

Masters of Magic

What sets Tarlokh apart from other dragon turtles is its mastery of arcane magic. Its two heads act as independent entities, often weaving spells in tandem to unleash unparalleled devastation or to protect its sacred domain. Scholars have documented sightings of Tarlokh conjuring tsunamis to sweep away pirate fleets or casting storm of vengeance to decimate an armada with lightning and hail.

Encounters with the Leviathan

To see Tarlokh is considered both a blessing and a curse. Sailors believe that an offering of pearls and rare corals can placate its wrath, while others claim that staring into the eyes of both heads simultaneously reveals secrets of the deep. Adventurers who challenge the Leviathan rarely survive, but those who do speak of a being that tests both their strength and their respect for nature.

A Guardian of the Seas

Ultimately, Tarlokh remains a paradox—neither hero nor villain. It stands as a testament to the raw power and majesty of the ocean, an eternal reminder that some forces of nature are beyond the grasp of mortal understanding.

Whether it is a protector or destroyer depends entirely on who you ask—or how you treat its domain.

Legendary Creature: Tarlokh, the Twin-Tides LeviathanTwo headed dragon turtle

Gargantuan Dragon (Aquatic), Lawful Neutral

Armor Class: 21 (Natural Armor)

Hit Points: 428 (33d12 + 198)

Speed: 30 ft., swim 80 ft.

STR DEX CON INT WIS CHA
28 (+9) 10 (+0) 26 (+8) 18 (+4) 20 (+5) 17 (+3)

Saving Throws: STR +15, CON +14, WIS +11, CHA +9

Skills: Perception +17, Insight +11, Arcana +10

Damage Resistances: Fire, Cold, Bludgeoning, Piercing, Slashing (from nonmagical attacks)

Damage Immunities: Lightning, Acid

Condition Immunities: Frightened, Paralyzed, Stunned

Senses: Darkvision 120 ft., Tremorsense 60 ft., Passive Perception 27

Languages: Aquan, Draconic, Primordial, Telepathy 120 ft.

Challenge: 23 (50,000 XP)

Traits

Legendary Resistance (3/Day). If Tarlokh fails a saving throw, it can choose to succeed instead.

Amphibious. Tarlokh can breathe air and water.

Twin Minds. Tarlokh has advantage on Intelligence, Wisdom, and Charisma saving throws.

Innate Spellcasting. Tarlokh’s spellcasting ability is Wisdom (spell save DC 19). It can innately cast the following spells, requiring no material components:

  • At will: control water, detect thoughts, shield
  • 3/day each: call lightning, counterspell, water breathing
  • 1/day each: tsunami, chain lightning, storm of vengeance

Aquatic Dominance. Tarlokh can magically command aquatic creatures within 120 feet. They must succeed on a DC 19 Wisdom saving throw or obey its commands for 1 hour.

Actions

Multiattack. Tarlokh makes two bite attacks and one tail attack.

Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target.
Hit: 32 (4d10 + 9) piercing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target.
Hit: 26 (4d8 + 9) bludgeoning damage. The target must succeed on a DC 19 Strength saving throw or be pushed 15 feet away.

Steam Breath (Recharge 5-6). Tarlokh exhales superheated steam in a 90-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) fire damage on a failed save, or half as much on a successful one.

Legendary Actions

Tarlokh can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn.

  • Tail Swipe. Tarlokh makes a tail attack.
  • Spellcasting. Tarlokh casts a spell it can cast at will.

Tidal Surge (Costs 2 Actions). Tarlokh summons a wave in a 30-foot radius around it. All creatures in the area must succeed on a DC 19 Strength saving throw or be knocked prone and take 18 (4d8) bludgeoning damage.

Tarlokh, the Twin-Tides Leviathan, isn’t just a monster—it’s a narrative force, a guardian of balance, and a way to infuse your campaign with a sense of awe and danger. Whether it’s a protector of the seas or a force of destruction depends entirely on how your party approaches it. Will they honor its domain or challenge its supremacy?

If this tale of a mythical, two-headed dragon turtle inspired you, I’d love to hear about your thoughts or how you might bring it to life in your own campaign. The world of D&D thrives on creativity, and sharing ideas only makes it better

Thanks for reading. Until Next Time, Stay Nerdy!!

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Ted Adams

The nerd is strong in this one. I received my bachelors degree in communication with a specialization in Radio/TV/Film. I have been a table top role player for over 30 years. I have played several iterations of D&D, Mutants and Masterminds 2nd and 3rd editions, Star wars RPG, Shadowrun and World of Darkness as well as mnay others since starting Nerdarchy. I am an avid fan of books and follow a few authors reading all they write. Favorite author is Jim Butcher I have been an on/off larper for around 15 years even doing a stretch of running my own for a while. I have played a number of Miniature games including Warhammer 40K, Warhammer Fantasy, Heroscape, Mage Knight, Dreamblade and D&D Miniatures. I have practiced with the art of the German long sword with an ARMA group for over 7 years studying the German long sword, sword and buckler, dagger, axe and polearm. By no strecth of the imagination am I an expert but good enough to last longer than the average person if the Zombie apocalypse ever happens. I am an avid fan of board games and dice games with my current favorite board game is Betrayal at House on the Hill.

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