Gargantuan Fiend, Chaotic Evil
Armor Class 20 (natural armor)
Hit Points 310 (20d20 + 100)
Speed 60 ft., Fly 120 ft.
STR
28 (+9)
DEX
10 (+0)
CON
20 (+5)
INT
18 (+4)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws STR +15, DEX +6, WIS +10
Skills Arcana +10, Perception +16, Religion +10
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Cold, Fire, Lightning, Poison
Condition Immunities Blinded, Charmed, Deafened, Frightened, Poisoned, Stunned
Senses Darkvision 240 ft., Truesight 120 ft., Passive Perception 26
Languages Common, Draconic, Infernal
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

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

Magic Weapons. An Aspect of Tiamat’s weapon attacks are magical.

Multiple Heads. An Aspect of 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. An Aspect of Tiamat can use her Frightful Presence. She then makes three attacks: two with her claws and one with her tail.

Claw. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (3d6 + 9) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 25 ft., one target. Hit: 22 (3d8 + 9) piercing damage.

Frightful Presence. Each creature of the Aspect of Tiamat’s choice that is within 240 feet of the Aspect of Tiamat and aware of her must succeed on a DC 19 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 the Aspect of Tiamat’s Frightful Presence for the next 24 hours.

Legendary Actions

An Aspect of 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. The Aspect of Tiamat regains spent legendary actions at the start of her turn.

Bite. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 24 (3d10 + 9) slashing damage plus 10 (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.

Breath Weapon (Costs 2 Actions). The Aspect of Tiamat uses a powerful breath weapon, unleashing elemental destruction in either a 120 foot line that is 10 feet wide or a 90 foot cone (her choice). Each creature in the area must make a DC 22 Dexterity saving throw, taking 66 (12d10) acid, lightning, poison, fire, or cold damage (the Aspect of Tiamat's choice) on a failed save, or half as much damage on a successful one.

 

Monster Tags: NPC

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