Gargantuan Dragon (Titan), Chaotic Evil
Armor Class 25 (natural armor)
Hit Points 1476 (72d20 + 720)
Speed 120 ft., burrow 60 ft., climb 60 ft., swim 60 ft., walk 60 ft.
STR
30 (+10)
DEX
12 (+1)
CON
30 (+10)
INT
26 (+8)
WIS
26 (+8)
CHA
30 (+10)
Saving Throws DEX +10, CON +19, WIS +17, CHA +19
Skills Arcana +17, Deception +19, Insight +17, Perception +26, Persuasion +19, Religion +17, Stealth +10
Damage Immunities Acid, Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 120 ft., Truesight 300 ft., Passive Perception 36
Languages Common, Draconic, Infernal
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Colossal. Tiamat is immune to forced movement, does not provoke opportunity attacks and cannot make opportunity attacks. 

In addition, whenever Tiamat makes a weapon attack, regardless of whether the attack hits or misses, each creature within 20 feet of the attack's target other than the target or Tiamat herself must succeed on a DC 27 Dexterity saving throw or takes half the attack's damage.

Discorporation. When Tiamat 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.

Empowered Attacks. Tiamat's weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks.

Immutable Form. Tiamat is immune to any spell or effect that would alter her form, except for her own Change Shape action.

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

Limited Magic Immunity. Unless she wishes to be affected, Tiamat is immune to spells of 6th level or lower that target her or include her in their area of effect. She has advantage on saving throws against all other spells and magical effects.

Multiple Heads. Tiamat has five heads, each resembling one of the chromatic Great Wyrms. These heads have the following properties:

  • Tiamat has as many reactions each round as she has heads.
  • Each head can concentrate on a seperate spell. Tiamat must roll concentration checks for each spell when she takes damage..
  • Tiamat has advantage on saving throws against being incapacitated and against being knocked unconscious.
  • If a character deals 200 or more damage to Tiamat in a single turn or a character wielding a vorpal sword rolls a natural 20 for an attack against Tiamat, one head of the character's choice is destroyed. The head regrows at the start of Tiamat's third turn after losing it.

Regeneration. TIamat regains 50 hit points at the start of her turn. If Tiamat takes radiant damage, this trait does not function at the start of her next turn. Tiamat only dies if she starts her turn with 0 hit points and does not regenerate.

Spellcasting. Tiamat is a 20th level spellcaster. Her spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). She can cast the following spells, requiring no material components:

Treasure Sense. TIamat knows the location of all magic items and of accumulations of mundane treasure within 5 miles of her.

Actions

Multiattack.Tiamat can use her World-Ending Presence, and if she was flying at the start of her turn, she can use her Crushing Landing. She then makes two attacks with her claws and one with her tail stinger and can make a bite attack with each head, but she can't bite the same target more than once.
For one head however, she can forgo the bite attack to be able to use its breath weapon as a legendary action.

Bite (Red). Melee Weapon Attack: +19 to hit, reach 35 ft., one target. Hit: 23 (2d12 + 10) piercing damage plus 42 (12d6) fire damage and Tiamat can grapple the target as part of that attack.

Bite (Blue). Melee Weapon Attack: +19 to hit, reach 35 ft., one target. Hit: 23 (2d12 + 10) piercing damage plus 16 (3d10) lightning damage and Tiamat can grapple the target as part of that attack. Tiamat has advantage on the attack roll if she targets a creature wearing armor made of metal with this attack.

Bite (Green). Melee Weapon Attack: +19 to hit, reach 35 ft., one target. Hit: 23 (2d12 + 10) piercing damage plus 21 (6d6) poison damage, the target must succeed on a DC 27 Constitution saving throw or be poisoned until the end of its next turn and Tiamat can grapple the target as part of that attack.

Bite (Black). Melee Weapon Attack: +19 to hit, reach 35 ft., one target. Hit: 23 (2d12 + 10) piercing damage plus 14 (3d8) acid damage and Tiamat can grapple the target as part of that attack. If the target wears nonmagical armor or wields a nonmagical shield, the armor or shield corrodes and is destroyed.

Bite (White). Melee Weapon Attack: +19 to hit, reach 35 ft., one target. Hit: 23 (2d12 + 10) piercing damage plus 14 (3d8) cold damage, the target must succeed on a DC 27 constitution saving throw or be encased in ice until the end of its next turn or until someone uses an action to break the ice off it. While the target is encased in ice, it has its movement speed reduced to 0 until the end of its next turn. Tiamat can grapple the target as part of that attack.

Claw. Melee Weapon Attack: +19 to hit, reach 40 ft., one target. Hit: 32 (4d10 + 10) slashing damage plus 27 (6d8) necrotic damage. If the target is a creature, it must succeed on a DC 27 strength saving throw or be flung up to 3d6 × 10 feet away from the dragon, landing prone.

Tail Stinger. Melee Weapon Attack: +19 to hit, reach 50 ft., one target. Hit: 36 (4d12 + 10) piercing damage plus 42 (12d6) poison damage and the target must make a DC 27 Constitution saving throw or be poisoned until the end of its next turn. While poisoned in this way, a creature is under the effect of a slow spell.

World-Ending Presence. Each creature of Tiamat's choice that is within 300 feet of Tiamat and aware of her must succeed on a DC 27 Wisdom saving throw or drop whatever it was holding and become frightened for 1 minute. A frightened creature must use the dash action on each of its turns, moving as far away from Tiamat as it can, using the safest possible route. If a creature ends its turn in a location where it does not have line of sight to Tiamat, it can repeat the saving throw, 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 World-Ending Presence for the next 24 hours.

Crushing Landing. If Tiamat is flying, she can attempt to land forcefully in a space of her choice, even if that space is occupied by other creatures. When she does so, her movement speed is reduced to 0 until the end of the turn, and each creature in Tiamat's space or within 60 feet of her, other than Tiamat herself, must make a DC 27 Dexterity saving throw or take 39 (6d12) bludgeoning damage and be knocked prone.

Breath of Doom (1/day). Tiamat can only use this breath weapon when she has all five heads and is not grappling anyone with her bite attacks and has not used a breath weapon since the end of her last turn.    
Tiamat combines the breaths of all her heads to exhale necrotic energy in a 500-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 180 (40d8) necrotic damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 HP by this breath weapon dies.

In addition, from the breath's energy, five draconic spirits manifest, one of each color, in random locations within the area affected by the breath. These spirits the the forms of young dragons of the respective color, are under Tiamat's control and initiative is rolled separately for them. If they aren't killed, the spirits disappear after one hour.

Once she has used this breath weapon, she can't use any other breath weapon until the end of her next turn.

Change Shape. Tiamat magically polymorphs into her alternate form, which is that of the Dark Lady - a black-haired and black-eyed female human sorcerer wearing dark robes, or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (Tiamat's choice).

In her alternate form, Tiamat retains her alignment, hit points, hit dice, ability to speak, proficiencies, legendary resistance, lair actions, limited magic immunity, spellcasting and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of her alternate form, except any class features or legendary actions of that form.

Bonus Actions

Quicken Spell (5/day). Tiamat casts one of her spells of 6th level or lower with a casting time of 1 action.

Reactions

Divine Denial. When a creature within 300 feet of Tiamat that she can see casts a spell or targets Tiamat with an attack, she can use a reaction to force it to make a DC 27 Wisdom saving throw. On a failure, the spell or attack fails. Creatures immune to the charmed are immune to this effect. Clerics of good-aligned deities can use their Divine Intervention to prevent Tiamat from using this feature for 24 hours.

Legendary Actions

Tiamat can take 5 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.

Detect. Tiamat makes a Wisdom (Perception) check.

Tail Attack. Tiamat makes an attack with her tail stinger.

Wing Attack. Tiamat beats her wings. Each creature within 60 feet of Tiamat must succeed on a DC 27 Dexterity saving throw or take 28 (4d8 + 10) bludgeoning damage and be knocked prone. Tiamat can then fly up to half her flying speed.

Cast a Spell (Costs 2 Actions). Tiamat casts one of her spells of 6th level or lower.

Queen's Command (Costs 2 Actions).  Tiamat commands up to five chromatic dragons she can see within 300 feet of her to attack. Each dragon can use its reaction to move up to its speed without provoking opportunity attacks and to make one attack with its bite or claws.

Breath Weapon (Costs 3 Actions). Tiamat uses one of her breath weapons. She can only breath with a head that did not make a bite attack since the start of her last turn.

  • Fire Breath (Red): Tiamat exhales fire in a 300-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 119 (34d6)fire damage on a failed save, or half as much damage on a successful one. In addition, on a failure a creature gains a level of exhaustion due to the intense heat.
  • Lightning Breath (Blue): Tiamat exhales lightning in a 500-foot line that is 20 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 110 (20d10) lightning damage on a failed save, or half as much damage on a successful one. In addition, on a failed saving throw, a creature is paralyzed until the end of its next turn.
  • Poison Breath (Green). Tiamat exhales poison in a 300-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 98 (28d6) poison damage on a failed save, or half as much damage on a successful save. In addition, a creature is poisoned until the end of its next turn on a failed save.
  • Acid Breath (Black):  Tiamat exhales acid in a 500-foot line that is 20 feet wide. Each creature in that area must make a DC 25 Dexterity saving throw, taking 81 (18d8) acid damage on a failed save, or half as much damage on a successful one. In addition, a creature who fails the saving throw has disadvantage on attack rolls, ability checks and saving throws until the end of its next turn.
  • Cold Breath (White): Tiamat exhales cold in a 300-feet 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. In addition, on a failed saving throw, a creature is encased in ice until the end of its next turn or until someone uses an action to break the ice off it. While encased in ice, a creature's movement speed is 0.

 

 

Description

Tiamat, the Dragon Queen, also known as the Five-Headed Tyrant or under many other names, is the chaotic evil deity of chromatic dragons, of greed and of hoarding. She appears as a dragon of unearthly size, with a wyvern-like tail with a wicked stinger and five heads. Each of these five heads represens one of the five colors of chromatic dragons in its Great Wyrm state. Each head can use the breath weapon associated its color and has its own brain, allowing Tiamat to maintain concentration on as many spells at the same time as she has heads. However, if Tiamat combines all her breath weapons into one massive blast, the result is total devastation - and the birth of new dragons...

Tiamat does not always manifest as a dragon though, especially when amongst other humanoids, she takes a different form, that of a black-haired and black-eyed human sorceress in dark robes. In this form she is referred to as the Dark Lady. While she can't use any breath weapon in this form, she is still a formidable foe considering that she is still a deity and a mighty spellcaster.

Godlike Nature. Tiamat does not require food, drink or sleep. She is unaffected by antimagic fields and other abilities or effects that cannot affect deities.

Lair and Lair Actions

The Lair of Tiamat, the Dragon Queen

Tiamat's lair is a great mountain in Avernus, the first layer of the NIne Hells of Baator. This mountain is home to the Cave of Greed in which she dwells. Once sent there to be imprisoned, she eventually rose to become the ruler of said layer. Adventurers, who are fighting through the caverns to end Tiamat's reign will come by lots of seemingly great treasure, which all is cursed to incite their greed, to lead them away from Tiamat's Cave of Greed and her actual hord. Of course her lair is heavily guarded, responsible for that are her personal consorts,  five Great Wyrms, one of each color.

On initiative count 20 (losing initiative ties), Tiamat takes a lair action to cause one of the following effects; Tiamat can't use the same effect two rounds in a row:

  • Chromatic Surge. Tiamat chooses one of the following effects, with each one corresponding to one of her heads. If she has lost a head, she can't use that head's effect:
    • Heat Wave (Red) . Tiamat emits scorching heat. All creatures within 300 feet of Tiamat must make a DC 21 constitution saving throw, with disadvantage if they are in direct contact with an object made of metal. On a failure a creature takes 42 (12d6) fire damage and gains a level of  exhaustion. On a success, a creature takes half as much damage without any other effect.
    • Wind Burst (Blue). Tiamat creates a burst of strong wind within 60 feet of her. Each creature within that area must make a DC 21 Strength saving throw. On a failure, it takes 33 (6d10) bludgeoning damage, is hurled up to 3d6 × 10 feet away from Tiamat and knocked prone.
    • Poison Mist (Green). Tiamat emits stinking, poisonus fumes within a 120-foot radius centered on itself. The area becomes heavily obscured until initiative count 20 of the next round and each creature within the area must make a DC 21 Constitution saving throw. On a failure, it takes 21 (6d6) poison damage, is poisoned until the end of its next turn and spends its action on its next turn retching and reeling. On a success, a creature takes half as much damage without any additional effect.
    • Acid Rain (Black). Tiamat causes acid to rain onto all creatures within 300 feet of her. Each creature within that area must succeed on a DC 21 Dexterity saving throw, taking 27 (6d8) acid damage or half as much on a success. Due to the many puddles of acid on the ground, the ground in this area counts as difficult terrain until intiative count 20 on the next turn and a creature takes 5 (1d8) acid damage for every 5 feet it travels.
    • Blizzard (White). Tiamat creates a blizzard around herself. Each creature within that area must succeed on a DC 21 Constitution saving throw, taking 27 (6d8) cold damage plus 14 (3d8) bludgeoning damage or half as much on a success. In addition, on a failed saving throw, a creature is knocked prone.
  • Hoard of the Dragon Queen. Each creature of Tiamat' choice which can see af least one piece of her treasure hoard must succeed on a DC 21 Wisdom saving throw or be  charmed and under the effect of an incite greed spell luring it to the item closest to it until the end of its next turn.
  • Power to the Dragons: All chromatic dragons of Tiamat's choice she can see within 300 feet of her recharge their breath weapons.

Regional Effects

The region around the great mountain and especially the Cave of Greed is warped by Tiamat's magic, which results in the following effects, in addition to regional effects caused by the presence of Great Wyrms of each color:

  • Within 5 miles of the lair, the presence immense power close by causes an unsettling feeling, preventing characters from sleeping. Characters attempting to do a long rest must succeed on a DC 21 constitution saving throw or gain no benefit from the rest.
  • A creature that spends at least 1 hour within 5 miles of the mountain starts developing greed and a need to hoard treasure. It must roll a DC 21 wisdom saving throw or be cursed and compelled to pick up any valuables it comes across that aren't being worn or carried even if that would cause it to suffer from encumbrance and to refuse to give any valuables it has away. A remove curse or similar spell can end this curse. If a creature succeeds on the saving throw or was freed from the curse, it is immune to it for 24 hours.
  • Tiamat and her five Great Wyrm servants are magically aware of all creatures within 1 mile of the mountain. Divination magic cast within 1 mile of the lair or targeting something within 1 mile of the lair fails.
  • The area within 1 mile of the lair is warded by a permanent forbiddance spell, which deals necrotic damage to any celestial entering the area.

Habitat: HillMountain

Semako

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