Gargantuan Fiend, Chaotic Evil
Armor Class 19 Natural Armor
Hit Points 700 (25d20 + 200)
Speed 60 ft., fly 120 ft.
STR
26 (+8)
DEX
10 (+0)
CON
30 (+10)
INT
13 (+1)
WIS
24 (+7)
CHA
28 (+9)
Saving Throws STR +16, DEX +8, WIS +15
Damage Vulnerabilities Radiant
Damage Resistances Acid, Cold, Fire, Lightning, Poison
Condition Immunities Charmed, Deafened, Poisoned, Stunned
Senses Darkvision 240ft, Truesight 120ft, Passive Perception 32
Languages Common, Draconic, Infernal, Abyssal
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

Innate Spellcating (1/Day) Tiamat can innately cast divine word (spell save DC 27). Spellcasting ability is Charisma.

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

Multiple Heads (5/Round) Tiamat can take one reaction per turn, rather than only one per round. She also 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

Multiattack. Tiamat can use her Frightful Presence. She then makes three attacks: two with her claws and one with her tail.

Claw. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 24 (4d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +16 to hit, reach 25 ft., one target. Hit: 28 (4d8 + 8) piercing damage.

Frightful Presence. Each creature of Tiamat’s choice that is within 240 feet of Tiamat and aware of her must succeed on a DC 25 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.

Legendary Actions

Tiamat can take 3 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.

Bite. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 17 (3d10 + 10) slashing damage plus 11 (3d6) acid damage (black dragon head), lightning damage (blue dragon head), poison damage (green dragon head), fire damage (red dragon head), or cold damage (white dragon head).

Black Dragon Head: Acid Breath (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 17 Dexterity saving throw, taking 32 (7d8) acid damage on a failed save, or half as much damage on a successful one.

Blue Dragon Head: Lightning Breath (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 17 Dexterity saving throw, taking 44(8d10) lightning damage on a failed save, or half as much damage on a successful one.

Green Dragon Head: Poison Breath (Costs 2 Actions). Tiamat breathes poisonous gas in a 90-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 42 (12d6) 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 17 Dexterity saving throw, taking 36 (13d6) fire damage on a failed save, or half as much damage on a successful one.

White Dragon Head: Cold Breath (Costs 2 Actions). Tiamat breathes an icy blast in a 90-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 36 (8d8) 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.

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.

Previous Versions

Name Date Modified Views Adds Version Actions
4/2/2021 10:31:39 AM
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