Aura of Light. The area within a 120-foot radius around Bahamut is filled with bright celestial light, which creates the following effects:
- Any darkness, whether magical or nonmagical, is dispelled.
- Creatures of Bahamut's choice within that aura cannot be frightened or charmed.
- Creatures of Bahamut's choice within that aura have resistance to necrotic damage as well as advantage on all saving throws.
- Fiends and undead have disadvantage on all attack rolls against creatures within the aura.
Brilliant Platinum Scales. Any time Bahamut is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, Bahamut is unaffected. On a 6, Bahamut is unaffected, and the effect is reflected back at the caster as though it originated from Bahamut, turning the caster into the target.
If this happens, in addition to the spell's regular effect, the target must make a DC 27 Constitution saving throw or be blinded until the end of its next turn.
Colossal. Bahamut is immune to forced movement, does not provoke opportunity attacks and cannot make opportunity attacks.
In addition, whenever Bahamut 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 Bahamut himself must succeed on a DC 27 Dexterity saving throw or takes half the attack's damage.
Discorporation. When Bahamut dies, his body is destroyed but his essence travels back to his domain on Mount Celestia, and he is unable to take physical form for a time.
Divine Awareness. Bahamut knows if he hears a lie.
Empowered Attacks. Bahamut's weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks.
Immutable Form. Bahamut is immune to any spell or effect that would alter his form, except for his own Change Shape action.
Legendary Resistance (5/Day). If Bahamut fails a saving throw, he can choose to succeed instead.
Regeneration. Bahamut regains 50 hit points at the start of his turn. If Bahamut takes necrotic damage, this trait does not function at the start of his next turn. Bahamut only dies if he starts his turn with 0 hit points and does not regenerate.
Spellcasting. Bahamut is a 20th level spellcaster. His spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). He can cast the following spells, requiring no material components:
- Cantrips (at will): all
- 1st level (at will): bless, guiding bolt, healing word, identify, shield, searing smite
- 2nd level (at will): aid, misty step, spiritual weapon, warding bond, zone of truth
- 3rd level (at will): blinding smite, crusader's mantle, dispel magic, remove curse, spirit guardians
- 4th level (4 slots): aura of life, aura of purity, banishment, death ward, ice storm
- 5th level (3 slots): banishing smite, circle of power, cone of cold, dispel evil and good, greater restoration
- 6th level (3 slots): disintegrate, Fizban's platinum shield, heal, wall of light
- 7th level (3 slots): divine word, plane shift (self only), regenerate, resurrection
- 8th level (2 slots): control weather, glibness, sunburst
- 9th level (2 slots): gate, mass heal, wish
Treasure Sense. Bahamut knows the location of all magic items and of accumulations of mundane treasure within 5 miles of him.
Multiattack. Bahamut can use his Roar of Justice, and if he was flying at the start of his turn, he can use his Crushing Landing. He then makes two attacks with his claws, one with his tail and one with his bite.
Bite. Melee Weapon Attack: +19 to hit, reach 35 ft., one target. Hit: 36 (4d12 + 10) piercing damage plus 18 (4d8) radiant damage plus 18 (4d8) cold damage and Bahamut 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 18 (4d8) radiant damage plus 18 (4d8) cold 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 Bahamut, landing prone.
Tail. Melee Weapon Attack: +19 to hit, reach 50 ft., one target. Hit: 36 (4d12 + 10) bludgeoning damage plus 18 (4d8) radiant damage plus 18 (4d8) cold damage and the target must make a DC 27 Strength saving throw or be knocked prone.
Roar of Justice. Bahamut unleashes his mighty roar, causing the earth to shake and unholy creatures to shake in fear, as a wave of radiance and justice washes over the lands. Each creature of Bahamut's choice that is within 300 feet of him and can hear him must succeed on a DC 27 Wisdom saving throw. On a failure, if it is a fiend or undead of a CR of 20 or less, it is destroyed and slain instantly, otherwise it becomes deafened until cured by lesser restoration or similar magic and frightened for 1 minute. While frightened in this way, a creature is paralyzed. A frightened creature 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 Bahamut's Roar of Justice for the next 24 hours.
Crushing Landing. If Bahamut is flying, he can attempt to land forcefully in a space of his choice, even if that space is occupied by other creatures. When he does so, his movement speed is reduced to 0 until the end of the turn, and each creature in Bahamut's space or within 60 feet of hit, other than Bahamut himself, must make a DC 27 Dexterity saving throw or take 39 (6d12) bludgeoning damage and be knocked prone.
Breath Weapon. Bahamut uses one of the following breath weapons; he cannot use the same breath weapon on two consecutive turns:
- Exalting Winds of Celestia: Bahamut breathes the holy winds that howl around the peak of Mount Celestia in a 300-feet cone. Each creature in that area of Bahamut's choice regains 132 (24d10) hit points, and each creature in that area of Bahamut's choice that has been dead for no longer than 1 hour is restored to life with all its hit points. In addition, each creature in that area of Bahamut's choice is cured of any curse, disease, of poison, blindness, deafness and of exhaustion, and if a creature is prone, it can use its reaction to stand up.
- Wrath of the North Wind. Bahamut breathes the freezing winds of the north in a 300-feet cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 132 (24d10) 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 reduced to 0.
- Vaporizing Storm. Bahamut unleashes mighty gusts of winds from the plane of elemental air in a 300-feet cone. Each creature in that area of Bahamut's choice must make a DC 27 Constitution saving throw. On a failure, it is flung up to 3d6 × 10 feet away, takes 66 (12d10) bludgeoning damage and is transformed into vapor as per the gaseous form spell for 1 minute. On a success, the creature takes half as much damage without any other effects.
An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Change Shape. Bahamut 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 it is wearing or carrying is absorbed or borne by the new form (Bahamut's choice).
In a new form, Bahamut 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.
Quicken Spell (5/day). Bahamut casts one of his spells of 6th level or lower with a casting time of 1 action.
Radiant Ward. Bahamut calls upon the light of Mount Celestia to protect himself and his comrades. Each creature of Bahamut's choice within his Aura of Light, including himself, gains 55 (10d10) temporary hit points and can end one spell or magical effect of its choice on it.
Divine Denial. When a creature within 300 feet of Bahamut that he can see casts a spell or targets Bahamut with an attack, he 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 evil-aligned deities can use their Divine Intervention to prevent Bahamut from using this feature for 24 hours.
Protective Wings. When Bahamut sees a creature within 60 feet of him taking damage from an attack or spell, he can spread out his wings to protect the creature. In this case, that creature takes no damage and Bahamut takes the damage instead.
Bahamut 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. Bahamut regains spent legendary actions at the start of his turn.
Detect. Bahamut makes a Wisdom (Perception) check.
Smite. Bahamut makes an attack with his claws.
Wing Attack. Bahamut beats his wings. Each creature within 60 feet of Bahamut must succeed on a DC 27 Dexterity saving throw or take 28 (4d8 + 10) bludgeoning damage and be knocked prone. Bahamut can then fly up to half his flying speed.
Cast a Spell (Costs 2 Actions). Bahamut casts one of his spells of 6th level or lower.
Grandfather's Desire (Costs 2 Actions). Bahamut commands up to seven metallic dragons he can see within 300 feet of him 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.
Sword of Judgment (Costs 3 Actions). Bahamut targets one creature of his choice that he can see within 60 feet of him, which must make a DC 27 Charisma saving throw. On a failure, a spectral sword of celestial light forms above that creature. If that creature makes an attack, casts a harmful spell or tells a lie, the sword strikes it, dropping the creature to 0 hit points. The sword disappears after 1 minute or after it stroke the creature.
Pillars of Light (Costs 3 Actions). Bahamut conjures seven enormous pillars of searing celestial light that strike the ground at seven different points he can see within 300 feet of him and then disappear. Each creature in a 20-foot-radius, 500-foot-high cylinder centered on each point must make a a DC 27 Constitution saving throw. On a failure it takes 54 (12d8) radiant damage and is blinded until the end of its next turn. On a success, it takes half as much damage and is not blinded. A creature in the area of more than one pillar is affected only once.
Description
Bahamut, also known as the Platinum Dragon, the Lord of the North Wind, the Grandfather of Dragons, the Draco-Paladin... and by many other names is the lawful good deity of metallic dragons, of wisdom and of justice. He appears as a majestic dragon of unearthly size covered in scales of brilliant platinum - indeed, he towers even over metallic Great Wyrms - and he is always surrounded by strong winds and an aura of divine light. His cat-like eyes usually are colored deep blue, but tend to change depending on Bahamut's mood.
Bahamut's form incorporates elements of all five kinds of metallic dragons - and yet, his breath weapons are unique to him. He is said to have a breath weapon that can literally vaporize his enemies. Another breath weapon of his is a powerful blast of the freezing cold north winds. He also is able to breath the holy winds of Mount Celeistia to heal and purify those he supports and to bring his fallen comrades back to life.
While not a real breath weapon, his mighty roar is almost equally feared as one, considering it is powerful enough to disintegrate even rather powerful undead and fiends in an instant - and even those who survive it are deafened permanently and paralyzed in fear of the Platinum Dragon's wrath.
Sometimes, being curious like many other dragons, Bahamut chooses to wander the material plane, and when he does so, he takes on an alternate form, usually that of an eldery human or elven wizard, although sometimes he appears as a young monk, bearing the title "Grandmaster of Flowers". He also is known to have taken other forms such as that of a paladin in platinum armor, of a begger or an urchin. Some sages believe Bahamut used his humanoid guises to not frighten non-dragon beings during his journeys into the mortal world, although his true intention is not known.
No matter what form Bahamut has taken, he almost always is accompanied by seven ancient gold dragons, which are his closest servants and friends. When Bahamut himself has taken a humanoid form, these dragons often take the forms of seven golden songbirds to disguise themselves.
Bahamut prefers using his legendary diplomatic skills, talking with his enemies, calming them down and finding non-violent solutions over combat. He is known for being one of the most compassionate creatures in existence, for his limitless empathy - and even if there is no way other than combat, he prefers to go for a non-lethal solution rather than slaying a wrongdoer. However, if Bahamut is angered and unleashes his full wrath, there is almost nothing that can stand a chance against the Draco-Paladin.
Godlike Nature. Bahamut does not require food, drink or sleep. He is unaffected by antimagic fields and other abilities or effects that cannot affect deities.
Lair and Lair Actions
The Lair of Bahamut, the Platinum Dragon
Bahamut's lair is a mighty palace built either entirely of crystal, or of Bahamut's enormous treasure hoard - depending on who tells of this wonderful location. According to many legends, this magnificient palace is located somewhere behind the north winds in the Elemental Plane of Air. The true location of Bahamut's lair though is somewhere on Mount Celestia. Bahamut is able to move his palace around at will within at least some of the layers of Mount Celestia - being a dragon, he of course prefers residing on the summit of a steep, harsh mountain, which provides natural fortification. Currently, his palace resides in the fifth layer, which coincidentially is known as the Platinum Heaven, atop one of the summits of Mount Mertion.
On initiative count 20 (losing initiative ties), Bahamut takes a lair action to cause one of the following effects; Bahamut can't use the same effect two rounds in a row:
- Call of the North Wind. Strong winds rush through Bahamut's palace, which extinguish any open flames, impose disadvantage on ranged weapon attacks against any creature of Bahamut's choice within his lair and automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical. In addition, the area within Bahamut's lair counts as difficult terrain for any creature of Bahamut's choice, and when such a creature starts its turn within the lair, it must make a DC 21 Strength saving throw or be knocked prone. The winds last for 1 minute or until Bahamut uses this action again.
- Court of the Dragons. All metallic dragons of Bahamut's choice he can see within 300 feet of him recharge their breath weapons.
- Echoes of Bahamut's Children. The voices of Bahamut's children, the metallic dragons, echo through the halls of his great palace. Bahamut chooses one of the following effects:
- Weakening Blaze: The gold dragon's echoes engulf those Bahamut despises in flames. Each creature of Bahamut's choice within 300 feet of him must make a DC 21 Strength saving throw. On a failure, it takes 33 (6d10) fire damage and has disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws until the end of its next turn. On a success, it takes half as much damage without any other effect.
- Paralyzing Frost: The silver dragon's echoes cause bitter-cold ice to freeze Bahamut's enemies solid. Each creature of Bahamut's choice within 120 feet of him must make a DC 21 Constitution saving throw. On a failure, it takes 36 (8d8) cold damage and is paralyzed until the end of its next turn. On a success, it takes half as much damage without any other effect.
- Repulsive Charge: The bronze dragon's echoes call forth the wrath of the storm. Each creature of Bahamut's choice within 60 feet of him must make a DC 21 Dexterity saving throw. On a failure, it takes 44 (8d10) lighting damage and is pushed up to 60 feet away from Bahamut. On a success, it takes half as much damage without any other effect.
- Dazing Acid. The copper dragon's echoes let acid rain down on Bahamut's foes. The Each creature of Bahamut's choice within 300 feet of him must make a DC 21 Dexterity saving throw. On a failure, it takes 27 (6d8) acid damage and is under the effect of a slow spell until the end of its next turn. On a success, it takes half as much damage without any other effect.
- Fiery Dreams. The brass dragon's echoes cause wrongdoers to suffer from fiery nightmares. Each creature of Bahamut's choice within 60 feet of him must make a DC 21 Constitution saving throw. On a failure, it takes 28 (8d6) fire damage and falls asleep until the end of its next turn or until it takes damage. While asleep, it is unconscious. On a success, it takes half as much damage without any other effect.
- Well of Radiance. Celestial Radiance fills Bahamut's palace. Each creature of Bahamut's choice within his lair must make a DC 21 Constitution saving throw. On a failure, it takes 18 (4d8) radiant damage and is blinded until the end of its next turn. On a success, it takes half as much damage without any other effect. In addition, until initiative count 20 on the next round, whenever a creature of Bahamut's choice receives healing, it is healed by the maximum amount.
Regional Effects
The region around Bahamut's palace is warped by his magic, which results in the following effects, in addition to regional effects caused by the presence of other metallic dragons:
- 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.
- The weather within 5 miles of the lair often is rough, dominated by cold northern winds; sometimes even blizzards occur, which some say are a sign of Bahamut being angry about something.
- Bahamut and his seven ancient gold dragon servants are magically aware of all creatures within 1 mile of the lair. 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 radiant damage to any fiend or undead entering the area.
Previous Versions
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