Gargantuan Fiend, Chaotic Evil
Armor Class 20 (Natural armor)
Hit Points 240 (30d20 + 60)
Speed 60 ft., Fly 120 ft.
STR
30 (+10)
DEX
10 (+0)
CON
30 (+10)
INT
26 (+8)
WIS
26 (+8)
CHA
28 (+9)
Saving Throws STR +16, DEX +6, WIS +14
Skills Arcana +17, Perception +26, Religion +17
Damage Resistances Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Fire, Lightning, Poison
Condition Immunities Blinded, Charmed, Deafened, Frightened, Poisoned, Stunned
Senses Darkvision 240 ft. , Truesight 120 ft. , Passive Perception 36
Languages Common, Draconic, Infernal
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

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.

Innate Spellcasting (3/Day). Tiamat can innately cast divine word (spell save DC 26). Her spellcasting ability is Charisma.

Legendary Resistance (5/Day). If Tiamat fails a saving throw, she can choose to succeed instead.

Magic Weapons. Tiamat’s weapon attacks are magical.

Multiple Heads. 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.

Reduced-threat.  Tiamat takes a -5 penalty to saving throws. 

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: +14 to hit, reach 15 ft., one target. Hit: 14 (4d6 -5) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 25 ft., one target. Hit:  18(4d8 -5) 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 26 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: 22 (4d10 - 5) slashing damage plus 4 (4d6-10) 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 27 Dexterity saving throw, taking 52 (15d8-10) 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 27 Dexterity saving throw, taking 78 (16d10-10) 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 27 Constitution saving throw, taking  67(22d6-10) 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 27 Dexterity saving throw, taking 81 (26d6-10) 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 27 Dexterity saving throw, taking 62 (16d8-10) cold damage on a failed save, or half as much damage on a successful one.

Description

In the Rise of Tiamat, the Chromatic Queen can be weakened by the characters' actions.  This is a stat block for her weakened form. 


 

Ruthless Play and High Stakes

Except as noted in this stat block, Tiamat should not be arbitrarily weakened in the interest of a fair fight. Presenting the Dragon Queen as anything less than a deity undercuts the whole adventure. Characters who tangle with Tiamat must know that they are in the fight of their lives.

No individual’s survival matters against the goal of stopping the Dragon Queen’s return, and heroes sometimes die for the greater good. Certainly, fallen characters can be raised again if Tiamat is defeated. And if she’s not defeated, dying might not be the worst option.


 

 

Monster Tags: NPC

ResnepsNrobnogard

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