Medium Humanoid, Lawful Evil
Armor Class 25 mage armour
Hit Points 615 (30d20 + 300)
Speed 45 ft., Fly 90 ft. (hover)
STR
25 (+7)
DEX
20 (+5)
CON
30 (+10)
INT
28 (+9)
WIS
30 (+10)
CHA
28 (+9)
Saving Throws STR +16, DEX +14, WIS +19
Skills Arcana +43, Perception +62, Religion +46
Damage Immunities Acid, Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Deafened, Frightened, Poisoned, Stunned
Senses Darkvision 240 ft, Truesight 120 ft, Passive Perception 26
Languages Celestial, Common, Draconic, Infernal
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Discorporation: When Autarch Tiamat drops to 0 hit points or dies, her body is destroyed but her essence is transferred to her soul gem in her temple, where she is unable to take physical form for some time. If her soul gem is destroyed, her soul is destroyed, killing her for good.

Innate Spellcasting.  Autarch Tiamat can innately cast the following spell, her spellcasting ability is Wisdom (spell save DC 26):

  •  3/day - divine word
  • at will - sanctuary.
Legendary Resistance (5/Day) - If Autarch Tiamat fails a saving throw, she can choose to succeed instead.
 
Limited Magic Immunity - Unless she wishes to be affected, Autarch Tiamat is immune to spells of 6th level or lower. She has advantage on saving throws against all other spells and magical effects.
 
Magic Weapons - Autarch Tiamat's weapon attacks are magical.
Regeneration - Autarch Tiamat regains 30 hit points at the start of her turn.
Hell's Reckoning - Autarch Tiamat has advantage on saving throws against being knocked unconscious. If she fails a saving throw against an effect that would stun a creature, one of her unspent legendary actions is spent. 
Actions

Gladioautarch - Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 32 (4d10 + 10) slashing damage.

Multiattack - Autarch Tiamat can use her Commanding Presence. She then makes three attacks: two with her Gladioautarch and one Chromatic Blast.
Chromatic Blast - Autarch Tiamat casts Chromatic Orb at 8th Level.
Commanding Presence - Each creature of Autarch Tiamat's choice that is within 120 feet of Autarch Tiamat and aware of her must succeed on a DC 26 Wisdom saving throw or become charmed 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 Autarch Tiamat's Commanding Presence for the next 24 hours.

 

Reactions

Redirecting Strike - When a creature misses Autarch Tiamat with a melee attack roll, she can use her reaction to cause that attack to hit one creature of her choice, other than the attacker, that she can see within 5 feet of you.

Autonomous Instinct - Autarch Tiamat can use her reaction to gain the benefits of the Dodge action until her next turn.

Saw It Coming - Autarch Tiamat can use her reaction to deflect or catch the missile when she is hit by a ranged weapon attack. When she does so, the damage she takes from the attack is reduced by 2d10 + her Dexterity modifier. If she reduces the damage to 0, she can catch the missile if it is small enough for her to hold in one hand and she have at least one hand free. If she catches a missile in this way, she can use a bonus action make a ranged attack (range 30/90 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction. She makes this attack with proficiency.

Legendary Actions

Autarch Tiamat can take 4 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. Autarch Tiamat regains spent legendary actions at the start of its turn.
Autarch Tiamat's legendary action options are associated with the five dragon heads she once sported, which are now represented in the colours of her hair and the gems on the choker round her neck (a sword attack and a magic attack for each). Once Autarch Tiamat chooses a legendary action option for one dragon gem, she can't choose another one associated with that head until the start of her next turn.

Gladioautarch - Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 32 (4d10 + 10) slashing damage plus 14 (4d6) acid damage (black dragon head), lightning damage (blue dragon gem), poison damage (green dragon gem), fire damage (red dragon gem), or cold damage (white dragon gem).

Black Dragon Gem: Acid Spray (Costs 2 Actions). Tiamat breathes acid in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.

Blue Dragon Gem: Lightning Beam (Costs 2 Actions). Tiamat breathes lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 25 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.

Green Dragon Gem: Toxic Orb (Costs 2 Actions). Tiamat unleashes poisonous gas in a 90-foot sphere. Each creature in that area must make a DC 27 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.

Red Dragon Head: Fire Breath (Costs 2 Actions). Tiamat breathes fire in a 90-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

White Dragon Head: Absolute Zero (Costs 2 Actions). Tiamat shoots an icy blast in a 90-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

After an errant wish changed the dragon deity Tiamat to Lawful Good, she set about cleansing the Nine Hells of evil and corruption. Though to some this would be impossible, she managed to use her might to bring all the Hell Lords to heel (with the exception of Asmodeus). She rules the Nine Hells in a human form from her adamantine cathedral, where demons are sentenced and, in most cases, sentenced to the White Cauldron, a phylactery that literally burns and melts away sin and corruption. Her borderline tyrannical rule has forced fiends to venture to the surface to seek refuge. According to her, she is by no means evil. It's the fiends' fault for refusing to change.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

NynlanTheScarlet

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