Ascension. When Bhazmir drops to 0 hit points or dies, his body is destroyed but his essence travels to his new domain in the heavens, and he is unable to take physical form for a time.
Innate Spellcasting (3/Day). Bhazmir can innately cast divine word (spell save DC 26). His spellcasting ability is Charisma.
Legendary Resistance (5/Day). If Bhazmir fails a saving throw, he can choose to succeed instead.
Limited Magic Immunity. Unless he wishes to be affected, Bhazmir is immune to spells of 6th level or lower. He has advantage on saving throws against all other spells and magical effects.
Magic Weapons. Bhazmir’s weapon attacks are magical.
Reactive. Bhazmir can make one reaction per turn, rather than only one per round. He also has advantage on saving throws against being knocked unconscious. If he fails a saving throw against an effect that would stun a creature, one of his unspent legendary actions is spent.t.
Regeneration. Bhazmir regains 30 hit points at the start of his turn.
Spellcasting . Bhazmir is a 30th-level spellcaster. His spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). He regains his expended spell slots when he finishes a long rest. He has the following spells prepared:
1st-9th level (10 9th-level slots): Foresight; Counterspell; Time Stop; Gate; Dispel Magic; Power Word Heal; Wish; Antimagic Field; Invulnerability; True Polymorph
Multiattack. Bhazmir can use his Frightful Presence. He then makes four attacks: two with his claws, one with his bite, and one with his tail, or uses one of his breath weapons. Each breath weapon recharges separately.
Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 24 (4d6 + 10) slashing damage. The creature must succeed on a DC 27 Charisma saving throw or the target’s Charisma score is reduced by 1d4. Otherwise, the reduction lasts until the target finishes a long rest.
Bite. Melee Weapon Attack: +19 to hit, reach 25 ft., one target. Hit: 32 (4d10 + 10) piercing damage plus 14 (4d6) radiant damage. The creature must succeed on a DC 27 Constitution saving throw or the target’s Constitution score is reduced by 1d4. Otherwise, the reduction lasts until the target finishes a long rest.
Tail. Melee Weapon Attack: +19 to hit, reach 25 ft., one target. Hit: 28 (4d8 + 10) 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 27 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.
Breath Weapons:
Radiant Breath (Recharge 4–6). Bhazmir exhales pure radiant energy in a 90-foot cone. Each creature of Bhazmir's choice in that area must make a DC 27 Wisdom saving throw, taking 88(16d10) radiant damage on a failed save, or half as much damage on a successful one.
Additionally, on a failed save, the creature takes 22 (4d10) radiant damage at the start of each of its turns. At the end of each of its turns, the target can make another Wisdom saving throw.
Any creature of Bhazmir's choice in the breath weapon’s area regains 44 (8d10) hit points instead.
Disintegration Breath. (Recharge 4–6). Bhazmir exhales destructive energy in an 150-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Charisma saving throw, taking 112 (16d8+40) force damage on a failed save, or half as much damage on a successful one. If this damage reduces the target to 0 hit points, it is disintegrated.
A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a True Resurrection or a wish spell.
This breath weapon automatically disintegrates a Huge or smaller nonmagical object or a Creation of magical force. If the target is a Gargantuan or larger object or Creation of force, this spell disintegrates a 15-foot-cube portion of it. A magic item is unaffected by this breath weapon.
Cold Breath. (Recharge 4–6). Bhazmir exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 90 (20d8) cold damage on a failed save, or half as much damage on a successful one.
Misty Breath. (Recharge 4–6). Bhazmir exhales a blast of pacifying energy in a 90-foot cone. Each creature in that area must make a DC 27 Charisma saving throw or be incapacitated and turned into a fine mist for 1d4 hours.
Bhazmir can take 5 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. Spent legendary actions are regained at the start of Bhazmir 's turn.
Once Bhazmir chooses a legendary action associated with a particular breath weapon, he can’t choose that option until the start of his next turn.
Bite. 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 head), poison damage (green dragon head), fire damage (red dragon head), or cold damage (white dragon head).
Tail Attack. Bhazmir makes a tail attack.
Wing Attack (Costs 2 Actions). The Bhazmir beats its wings. Each creature within 10 feet of Bhazmir must succeed on a DC 27 Dexterity saving throw or take 25 (4d6 + 11) bludgeoning damage and be knocked prone. Bhazmir can then fly up to half its flying speed.
Breath Weapons:
Radiant Breath (Costs 2 Actions) Bhazmir exhales pure radiant energy in a 90-foot cone. Each creature of Bhazmir's choice in that area must make a DC 27 Wisdom saving throw, taking 88(16d10) radiant damage on a failed save, or half as much damage on a successful one.
Additionally, on a failed save, the creature takes 22 (4d10) radiant damage at the start of each of its turns. At the end of each of its turns, the target can make another Wisdom saving throw.
Any creature of Bhazmir's choice in the breath weapon’s area regains 44 (8d10) hit points instead.
Disintegration Breath.(Costs 2 Actions) Bhazmir exhales destructive energy in an 150-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Charisma saving throw, taking 112 (16d8+40) force damage on a failed save, or half as much damage on a successful one. If this damage reduces the target to 0 hit points, it is disintegrated.
A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a True Resurrection or a wish spell.
This breath weapon automatically disintegrates a Huge or smaller nonmagical object or a Creation of magical force. If the target is a Gargantuan or larger object or Creation of force, this spell disintegrates a 15-foot-cube portion of it. A magic item is unaffected by this breath weapon.
Cold Breath. (Costs 2 Actions) Bhazmir exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 90 (20d8) cold damage on a failed save, or half as much damage on a successful one.
Misty Breath.(Costs 2 Actions) Bhazmir exhales a blast of pacifying energy in a 90-foot cone. Each creature in that area must make a DC 27 Charisma saving throw or be incapacitated and turned into a fine mist for 1d4 hours.
Spell (Costs 3 Actions)
Bhazmir casts a spell.
Change Shape: Bhazmir magically polymorphs into a humanoid or beast that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any Equipment he is wearing or carrying is absorbed or borne by the new form (Bhazmir's choice).
In a new form, Bhazmir retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. His Statistics and capabilities are otherwise replaced by those of the new form, except any Class Features or legendary actions of that form.
Description
Bhazmir was the patron of the metallic dragons. He was the first one born in the world of Terrene. He was only rivaled in strength and size by Destenyrazz, the Queen of dragons, an ancient Red Dragon.
Sensing the evil spreading throughout the world due to the expanse of the chromatic dragons, , Bazhmir made a plea to Aubade to eradicate the chromatics. The chromatic dragons were getting bolder and bolder now openly attacking the metallic dragons without regard of retribution. These battles led to most of the terraforming that exists in present day. For one thousand years Bazhmir’s pleas fell on the deaf ears of Aubade.
Bhazmir finally got through to the Sun God after a millennia of trying. Aubade and Lunestra (the Moon Goddess) worked with Bhazmir to thwart the chromatic dragons conquest.
In the end what this union wrought were known as the Dragon Wars, where the dragons and elves of the world were both destroyed down to the last.
Comments