Flyby. Tiamat doesn't provoke opportunity attacks when it flies out of an enemy's reach. additionally, Tiamat's dexterity is 14 instead of 12 while flying.
Limited Magic immunity. Tiamat is unaffected by all spells that are 6th level or lower, unless she wishes to be. she also has an advantage on saving throws against magical effects, and has resistance to all damage dealt by spells of level 7 or lower.
Legendary Resistance (7/Day). If Tiamat fails a saving throw, she can choose to succeed instead.
Magic Weapons. Tiamat’s weapon attacks are magical.
Regeneration. If Tiamat has at least 1 hit point, she regains 25 hit points, for each head she has remaining, at the start of her turn.
Discorporation. When Tiamat drops to 0 hit points or dies, her body is destroyed but her essence travels back to her domain in the Nine Hells, and she is unable to take physical form for a time.
Whenever Tiamat takes 250 or more damage in a single turn, one of her heads dies. If all her heads die, she dies.
Elemental Aura. Tiamat has an aura of nearly invisible crackling elemental power. the aura extends 40 feet around her in all directions. when a creature ends its turn in the aura, or enters it for the first time, they must make a constitution saving throw, taking 36 (8d8) damage on a failed save, or half as much on a successful one. the damage type is either fire, cold, lightning, poison, or acid damage. (Tiamat's choice).
Innate Spellcasting. Tiamat’s innate spellcasting ability is charisma. (spell save DC 32). It can innately cast the following spells, requiring no components:
Stats. The D&D Beyond monster homebrew-er does not let you increase stats beyond 30. because of that, this tells you Tiamat's actual stats. STR: 38 | DEX: 12, | CON: 40 | INT: 28 | WIS: 30 | CHA: 36.
CR. The D&D Beyond monster homebrew-er does not let you increase CR above 30, so this tells you Tiamat's actual CR. it is 57.
Size: D&D Beyond monster homebrew-er does not let you increase size above gargantuan, so this tells you Tiamat's actual size. it is colossal. colossal monsters range from 50 by 50 feet to 100000 by 100000 feet.
Proficiency Bonus. The D&D Beyond monster homebrew-er does not let you choose the monster's proficiency bonus, so this tells you Tiamat's actual proficiency bonus. it is +12. and thus, Tiamat's saves are actually: STR: +26 | DEX: +13 | CON: +27 | INT: +21 | WIS: +22 | CHA: +25.
Actions
MultiAttack. Tiamat makes 2 claw attacks, a number of bite attacks equal to the number of heads she has left, each with a different head, either a wing or tail attacks, uses 1 of her presences, and casts a spell if she has 200 or less hp left.
Claw.Melee Weapon Attack: +26 to hit, reach 15 ft., 1 target. Hit: 40 (4d12 + 14) slashing damage, and the target takes an additional 14 (4d6) damage. the damage type is either fire, cold, lightning, acid, or poison. (her choice).
Bite (White Head).Melee Weapon Attack: +26 to hit, reach 10 ft., 1 target. Hit: 52 (11d6+14) piercing damage, and the target must make a DC 32 constitution saving throw. on a failed save, the target takes an additional 13 (3d8) cold damage, and they have a disadvantage on their next attack roll.
Bite (Green Head).Melee Weapon Attack: +26 to hit, reach 10 ft., 1 target. Hit: 52 (11d6+14) piercing damage, and the target must make a DC 32 constitution saving throw. on a failed save, the target takes an additional 10 (3d6) poison damage, and they are poisoned fir a minute. they target may repeat the save on each of there turns, ending the effect on a success.
Bite (Red Head).Melee Weapon Attack: +26 to hit, reach 10 ft., 1 target. Hit: 52 (11d6+14) piercing damage, and the target must make a DC 32 constitution saving throw. on a failed save, the target takes an additional 17 (5d6) fire damage.
Bite (Blue Head).Melee Weapon Attack: +26 to hit, reach 10 ft., 1 target. Hit: 52 (11d6+14) piercing damage, and the target must make a DC 32 constitution saving throw. on a failed save, the target takes an additional 16 (3d10) lightning damage.
Bite (Black Head).Melee Weapon Attack: +26 to hit, reach 10 ft., 1 target. Hit: 52 (11d6+14) piercing damage, and the target must make a DC 32 constitution saving throw. on a failed save, the target takes an additional 7 (3d4) acid damage, and they take an additional 5 (2d4) acid damage on the start of each of their turns. they may repeat the saving throw on each of their turns, ending the effect on a success.
Wing Attack. all creatures in a 100 by 15 foot line, must succeed a DC 33 strength saving throw, or take 13 (3d8) bludgeoning damage, and be pushed back 15 feet.
Frightful Presence. Each creature of Tiamat’s choice that is within 240 feet of Tiamat and aware of her must succeed on a DC 32 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Tiamat’s Frightful Presence for the next 24 hours.
Celestial Presence (recharge 6). Each creature of Tiamat’s choice that is within 240 feet of Tiamat and aware of her must succeed on a DC 32 Wisdom saving throw or take 11 (2d10) radiant damage, and be stunned for 1 round.
Demonic Presence (recharge 5-6). Each creature of Tiamat’s choice that is within 240 feet of Tiamat and aware of her must succeed on a DC constitution Wisdom saving throw or take 14 (4d6) necrotic damage, and have bestow curse cast on them, without requiring concentration.
Primordial Presence (recharge 5-6). Each creature of Tiamat’s choice that is within 240 feet of Tiamat and aware of her must succeed on a DC 33 constitution saving throw, or take 14 (4d6) damage. the damage type is either fire, lightning, cold, acid, or poison. (her choice.) Tiamat than gains 10 (3d6) temporary hit points.
Legendary Actions
Tiamat can take 7 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Tiamat regains spent legendary actions at the start of her turn.
Tiamat’s legendary action options are associated with her five dragon heads (a bite and a breath weapon for each). Once Tiamat chooses a legendary action option for one of her heads, she can’t choose another one associated with that head until the start of her next turn.
Wing Attack (Costs 1 Action). Tiamat uses her Wing Attack
Tail (Costs 1 Action). Tiamat uses her Tail Attack
Bite (Costs 2 Actions). Tiamat uses one of her bite attacks.
Black Dragon Head: Acid Breath (Costs 4 Actions). Tiamat breathes acid in a 400-foot line that is 20 feet wide. Each creature in that line must make a DC 32 Dexterity saving throw, taking 87 (35d4) acid damage on a failed save, or half as much damage on a successful one. if the target failed the save, than they take 15 (6d4) damage at the start of each of their turns for a minute. they may repeat the save on each of their turns, ending the effect on a success.
Blue Dragon Head: Lightning Breath (Costs 4 Actions). Tiamat breathes lightning in a 400-foot line that is 20 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 176 (32d10) lightning damage on a failed save, or half as much damage on a successful one.
Green Dragon Head: Poison Breath (Costs 4 Actions). Tiamat breathes poisonous gas in a 250-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 150 (43d6) poison damage on a failed save, or half as much damage on a successful one. if they failed the save, they are poisoned for a minute. on each of their turns, they may repeat the save, ending the effect on a success.
Red Dragon Head: Fire Breath (Costs 4 Actions). Tiamat breathes fire in a 250-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 182 (52d6) fire damage on a failed save, or half as much damage on a successful one.
White Dragon Head: Cold Breath (Costs 4 Actions). Tiamat breathes an icy blast in a 250-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 144 (32d8) cold damage on a failed save, or half as much damage on a successful one. either way, all creatures hit by the blast have their speed reduced by 20 (to a minimum of 0), and a disadvantage on all dice rolls on until the end of Tiamat's next turn.
(Side note, is Gallium liquid at room temperature?)
Yes, it is also radioactive.
No, there are only two elements that are (Bromine and Mercury). Gallium does have a low melting point, at about 85.5 degrees Fahrenheit. That means, if you hold it in your hand, it will eventually melt.
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"you know Tiamat? that CR 30 monster who is immortal and OP? well this is basically that but more immortal, more OP, CR 57, and mountain sized. sound cool? well I certainly hope so for you sake because if not... you in for a bad time."
(Side note, is Gallium liquid at room temperature?)
Yes, it is also radioactive.
No, there are only two elements that are (Bromine and Mercury). Gallium does have a low melting point, at about 85.5 degrees Fahrenheit. That means, if you hold it in your hand, it will eventually melt.
Interesting. Earth Science is cool.
Rollback Post to RevisionRollBack
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
(Side note, is Gallium liquid at room temperature?)
Yes, it is also radioactive.
No, there are only two elements that are (Bromine and Mercury). Gallium does have a low melting point, at about 85.5 degrees Fahrenheit. That means, if you hold it in your hand, it will eventually melt.
Interesting. Earth Science is cool.
Yes, it is.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
It makes sense thematically. It could be cool, depending on the circumstance (if your party has any chance at all at defeating it). CR 57 is however powerful you want it to be, so it's balanced if you decide it is.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
It makes sense thematically. It could be cool, depending on the circumstance (if your party has any chance at all at defeating it). CR 57 is however powerful you want it to be, so it's balanced if you decide it is.
i was going to face it, but the party is all demon lords from OotA
I actually own some gallium. It's fun.
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Potassium
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Potassium explodes in water
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less than francium
I am an average mathematics enjoyer.
>Extended Signature<
Francium makes massive explosions in water.
(Side note, is Gallium liquid at room temperature?)
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
monsters are just too weak so i made this:
Flyby. Tiamat doesn't provoke opportunity attacks when it flies out of an enemy's reach. additionally, Tiamat's dexterity is 14 instead of 12 while flying.
Limited Magic immunity. Tiamat is unaffected by all spells that are 6th level or lower, unless she wishes to be. she also has an advantage on saving throws against magical effects, and has resistance to all damage dealt by spells of level 7 or lower.
Legendary Resistance (7/Day). If Tiamat fails a saving throw, she can choose to succeed instead.
Magic Weapons. Tiamat’s weapon attacks are magical.
Regeneration. If Tiamat has at least 1 hit point, she regains 25 hit points, for each head she has remaining, at the start of her turn.
Discorporation. When Tiamat drops to 0 hit points or dies, her body is destroyed but her essence travels back to her domain in the Nine Hells, and she is unable to take physical form for a time.
Multiple Heads. Tiamat has five heads. While it has more than one head, she has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Whenever Tiamat takes 250 or more damage in a single turn, one of her heads dies. If all her heads die, she dies.
Elemental Aura. Tiamat has an aura of nearly invisible crackling elemental power. the aura extends 40 feet around her in all directions. when a creature ends its turn in the aura, or enters it for the first time, they must make a constitution saving throw, taking 36 (8d8) damage on a failed save, or half as much on a successful one. the damage type is either fire, cold, lightning, poison, or acid damage. (Tiamat's choice).
Innate Spellcasting. Tiamat’s innate spellcasting ability is charisma. (spell save DC 32). It can innately cast the following spells, requiring no components:
at will: fire bolt (25th level: 5d10), frostbite (25th level: 5d6), shocking grasp (25th level: 5d8), acid splash (25th level: 5d6), poison spray (25th level: 5d12), chromatic orb (1st level slot).
5/day each: divine word (7th level slot), Infernal Calling (6th level slot), inflict wounds(2nd level slot).
3/day each: darkness (2nd level slot), immolation (5th level slot), destructive wave (5th level slot, necrotic damage only.), ice storm (4th level slot), storm sphere (4th level slot), ray of sickness (4th level slot), melf's acid arrow (3rd level slot).
1/day each: power word kill (9th level slot), blade of disaster (9th level slot), foresight(9th level slot).
Stats. The D&D Beyond monster homebrew-er does not let you increase stats beyond 30. because of that, this tells you Tiamat's actual stats. STR: 38 | DEX: 12, | CON: 40 | INT: 28 | WIS: 30 | CHA: 36.
CR. The D&D Beyond monster homebrew-er does not let you increase CR above 30, so this tells you Tiamat's actual CR. it is 57.
Size: D&D Beyond monster homebrew-er does not let you increase size above gargantuan, so this tells you Tiamat's actual size. it is colossal. colossal monsters range from 50 by 50 feet to 100000 by 100000 feet.
Proficiency Bonus. The D&D Beyond monster homebrew-er does not let you choose the monster's proficiency bonus, so this tells you Tiamat's actual proficiency bonus. it is +12. and thus, Tiamat's saves are actually: STR: +26 | DEX: +13 | CON: +27 | INT: +21 | WIS: +22 | CHA: +25.
MultiAttack. Tiamat makes 2 claw attacks, a number of bite attacks equal to the number of heads she has left, each with a different head, either a wing or tail attacks, uses 1 of her presences, and casts a spell if she has 200 or less hp left.
Claw. Melee Weapon Attack: +26 to hit, reach 15 ft., 1 target. Hit: 40 (4d12 + 14) slashing damage, and the target takes an additional 14 (4d6) damage. the damage type is either fire, cold, lightning, acid, or poison. (her choice).
Bite (White Head). Melee Weapon Attack: +26 to hit, reach 10 ft., 1 target. Hit: 52 (11d6+14) piercing damage, and the target must make a DC 32 constitution saving throw. on a failed save, the target takes an additional 13 (3d8) cold damage, and they have a disadvantage on their next attack roll.
Bite (Green Head). Melee Weapon Attack: +26 to hit, reach 10 ft., 1 target. Hit: 52 (11d6+14) piercing damage, and the target must make a DC 32 constitution saving throw. on a failed save, the target takes an additional 10 (3d6) poison damage, and they are poisoned fir a minute. they target may repeat the save on each of there turns, ending the effect on a success.
Bite (Red Head). Melee Weapon Attack: +26 to hit, reach 10 ft., 1 target. Hit: 52 (11d6+14) piercing damage, and the target must make a DC 32 constitution saving throw. on a failed save, the target takes an additional 17 (5d6) fire damage.
Bite (Blue Head). Melee Weapon Attack: +26 to hit, reach 10 ft., 1 target. Hit: 52 (11d6+14) piercing damage, and the target must make a DC 32 constitution saving throw. on a failed save, the target takes an additional 16 (3d10) lightning damage.
Bite (Black Head). Melee Weapon Attack: +26 to hit, reach 10 ft., 1 target. Hit: 52 (11d6+14) piercing damage, and the target must make a DC 32 constitution saving throw. on a failed save, the target takes an additional 7 (3d4) acid damage, and they take an additional 5 (2d4) acid damage on the start of each of their turns. they may repeat the saving throw on each of their turns, ending the effect on a success.
Tail. Melee Weapon Attack: +26 to hit, reach 20 ft., 1 target. Hit: 27 (3d8+14) bludgeoning damage.
Wing Attack. all creatures in a 100 by 15 foot line, must succeed a DC 33 strength saving throw, or take 13 (3d8) bludgeoning damage, and be pushed back 15 feet.
Frightful Presence. Each creature of Tiamat’s choice that is within 240 feet of Tiamat and aware of her must succeed on a DC 32 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Tiamat’s Frightful Presence for the next 24 hours.
Celestial Presence (recharge 6). Each creature of Tiamat’s choice that is within 240 feet of Tiamat and aware of her must succeed on a DC 32 Wisdom saving throw or take 11 (2d10) radiant damage, and be stunned for 1 round.
Demonic Presence (recharge 5-6). Each creature of Tiamat’s choice that is within 240 feet of Tiamat and aware of her must succeed on a DC constitution Wisdom saving throw or take 14 (4d6) necrotic damage, and have bestow curse cast on them, without requiring concentration.
Primordial Presence (recharge 5-6). Each creature of Tiamat’s choice that is within 240 feet of Tiamat and aware of her must succeed on a DC 33 constitution saving throw, or take 14 (4d6) damage. the damage type is either fire, lightning, cold, acid, or poison. (her choice.) Tiamat than gains 10 (3d6) temporary hit points.
Tiamat can take 7 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Tiamat regains spent legendary actions at the start of her turn.
Tiamat’s legendary action options are associated with her five dragon heads (a bite and a breath weapon for each). Once Tiamat chooses a legendary action option for one of her heads, she can’t choose another one associated with that head until the start of her next turn.
Wing Attack (Costs 1 Action). Tiamat uses her Wing Attack
Tail (Costs 1 Action). Tiamat uses her Tail Attack
Bite (Costs 2 Actions). Tiamat uses one of her bite attacks.
Black Dragon Head: Acid Breath (Costs 4 Actions). Tiamat breathes acid in a 400-foot line that is 20 feet wide. Each creature in that line must make a DC 32 Dexterity saving throw, taking 87 (35d4) acid damage on a failed save, or half as much damage on a successful one. if the target failed the save, than they take 15 (6d4) damage at the start of each of their turns for a minute. they may repeat the save on each of their turns, ending the effect on a success.
Blue Dragon Head: Lightning Breath (Costs 4 Actions). Tiamat breathes lightning in a 400-foot line that is 20 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 176 (32d10) lightning damage on a failed save, or half as much damage on a successful one.
Green Dragon Head: Poison Breath (Costs 4 Actions). Tiamat breathes poisonous gas in a 250-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 150 (43d6) poison damage on a failed save, or half as much damage on a successful one. if they failed the save, they are poisoned for a minute. on each of their turns, they may repeat the save, ending the effect on a success.
Red Dragon Head: Fire Breath (Costs 4 Actions). Tiamat breathes fire in a 250-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 182 (52d6) fire damage on a failed save, or half as much damage on a successful one.
White Dragon Head: Cold Breath (Costs 4 Actions). Tiamat breathes an icy blast in a 250-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 144 (32d8) cold damage on a failed save, or half as much damage on a successful one. either way, all creatures hit by the blast have their speed reduced by 20 (to a minimum of 0), and a disadvantage on all dice rolls on until the end of Tiamat's next turn.
I am an average mathematics enjoyer.
>Extended Signature<
Yes, it is also radioactive.
No, there are only two elements that are (Bromine and Mercury). Gallium does have a low melting point, at about 85.5 degrees Fahrenheit. That means, if you hold it in your hand, it will eventually melt.
Please check out my homebrew, I would appreciate feedback:
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oh yeah, i forgot the description
"you know Tiamat? that CR 30 monster who is immortal and OP? well this is basically that but more immortal, more OP, CR 57, and mountain sized. sound cool? well I certainly hope so for you sake because if not... you in for a bad time."
I am an average mathematics enjoyer.
>Extended Signature<
Interesting. Earth Science is cool.
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
Yes, it is.
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So is chemistry
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ASTROPHYSICS!!
I am an average mathematics enjoyer.
>Extended Signature<
And Quantum Physics. I know quite a lot about it.
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that is very fun too, although i dont know a lot. i know some though
I am an average mathematics enjoyer.
>Extended Signature<
hey third, could you look over the monster i posted here?
I am an average mathematics enjoyer.
>Extended Signature<
What do you want me to look over? It doesn't look like the thing you would want balanced.
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I am an average mathematics enjoyer.
>Extended Signature<
It makes sense thematically. It could be cool, depending on the circumstance (if your party has any chance at all at defeating it). CR 57 is however powerful you want it to be, so it's balanced if you decide it is.
Please check out my homebrew, I would appreciate feedback:
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i was going to face it, but the party is all demon lords from OotA
I am an average mathematics enjoyer.
>Extended Signature<
That's still going to be a difficult, if not impossible, fight.
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