Discorporation. When Bahamut drops to 0 hit points or dies, his body is destroyed but his essence travels back to his domain in the seven heavens, and she is unable to take physical form for a time.
Innate Spellcasting (3/Day). Bahamut can innately cast divine word (spell save DC 26). His spellcasting ability is Charisma.
Legendary Resistance (5/Day). If Bahamut fails a saving throw, he can choose to succeed instead.
Limited Magic Immunity. Unless he wishes to be affected, Bahamut is immune to spells of 6th level or lower. He has advantage on saving throws against all other spells and magical effects.
Regeneration. Bahamut regains 30 hit points at the start of his turn.
Multiattack. Bahamut can use his Frightful Presence. He then makes three attacks: two with his claws and one with his tail.
Claw. Weapon Attack: + 19 to hit, reach 15 ft., one target. Hit: 24 (4d6 + 10) slashing damage.
Tail. Melee Weapon Attack: + 19 to hit, reach 25 ft., one target. Hit: 28 (4d8 + 10) piercing damage.
Frightful Presence. Each creature of Bahamut's choice that is within 240 feet of Bahamut and aware of him 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 Bahamut's Frightful Presence for the next 24 hours.
Call Dragon. Bahamut magically calls an adult or ancient dragon (Dm's choice) that fights by his side. The dragon is immune to the frightened condition, and automatically succeeds on saving throws against trickery or persuasion.
Frightening roar. If bahamut takes fire damage from a magical attack, he can roar loudly at the attacker. he uses his cold breath attack, and the creature who dealt the damage becomes frightened of bahamut for 1 hour. The afflicted creature must spend its action every turn trying to get as far away as possible from bahamut. A creature with a charisma score above 25 takes damage, but doesn't become frightened.
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.
Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 32 (4d10 + 10) slashing damage plus 14 (4d6) cold damage.
Claw. Weapon Attack: + 19 to hit, reach 15 ft., one target. Hit: 24 (4d6 + 10) slashing damage plus 14 (4d6) cold damage
Tail. Melee Weapon Attack: + 19 to hit, reach 25 ft., one target. Hit: 28 (4d8 + 10) piercing damage plus 14 (4d6) cold damage
Cold Breath (Costs 2 Actions). Bahamut exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Bahamut, the platinum dragon, is the brother of the evil god Tiamat.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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