Gargantuan Celestial (Metallic), Lawful Good
Armor Class 27 (Natural Armor)
Hit Points 717 (35d20 + 350)
Speed
STR
30 (+10)
DEX
20 (+5)
CON
30 (+10)
INT
26 (+8)
WIS
28 (+9)
CHA
30 (+10)
Saving Throws STR +19, DEX +14, CON +19, INT +17, WIS +18, CHA +19
Damage Resistances Force, Necrotic, Radiant
Damage Immunities Acid, Cold, Fire, Lightning, Poison
Senses Passive Perception 31
Languages --
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Spellcasting. Bahamut is a 20th-level spellcaster. His spellcasting ability is intelligence (spell save DC 23, +17 to hit with spell attacks). Bahamut has the following wizard spells prepared:

Cantrips (at will): fire bolt, acid splash, ray of frost, shocking grasp, mage hand

1st level (4 slots): chromatic orb, burning hands, mage armor, protection from evil and good

2nd level (3 slots): flaming sphere, scorching ray, web, continual flame

3rd level (3 slots): fireball, lightning bolt, magic circle, tongues

4th level (3 slots): wall of fire, fire shield, ice storm, stone shape

5th level (3 slots): cone of cold, conjure elemental, dream

6th level (2 slots): sunbeam, disintegrate, chain lightning

7th level (2 slots): delayed blast fireball, prismatic spray

8th level (1 slot): demiplane, sunburst

9th level (1 slot): wish, meteor swarm

Actions

Multiattack. Bahamut can use his Frightful Presence. He then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +19 to hit, reach 25 ft., one target. Hit: 37 (5d10 + 10) piercing damage.

Claw. Melee Weapon Attack: +19 to hit, reach 20ft., one target. Hit: 32 (5d8 + 10) slashing damage.

Tail. Melee Weapon Attack: +19 to hit, reach 35 ft., one target. Hit: 37 (5d10 + 10) bludgeoning damage.

Frightful Presence. Each creature of Bahamut's choice that is within 120 feet of the him and aware of him must succeed on a DC 27 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 12 hours.

Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.

Damaging Breath. The dragon exhales elemental power in a 120-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 110 (20d10) force, radiant, acid, cold, fire, or lightning damage (Bahamut's choice) on a failed save, or half as much damage on a successful one.

Weakening Breath. Bahamut exhales gas in a 110-foot cone. He can choose a debuff from any metallic dragon's debuff breath weapon, except that the save DC is 27.

Change Shape. Bahamut magically polymorphs into a humanoid or beast that has a challenge rating no higher than his, or back into its true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (Bahamut's choice). His preferred form when transformed is an old man (use the archmage stat block). He often is accompanied by 7 ancient gold dragons (they often polymorph into canaries when Bahamut's polymorphed).

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.

 
Bonus Actions

Enter the description for how bonus actions work for your monster here.

Legendary Actions

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.

Tail Attack. Bahamut makes a tail attack.

Wing Attack (Costs 2 Actions). Bahamut beats his wings. Each creature within 15 feet of him must succeed on a DC 28 Dexterity saving throw or take 24 (4d6 + 10) bludgeoning damage and be knocked prone. Bahamut can then fly up to half his flying speed.

Power Breath (Costs 3 Actions). Bahamut exhales elemental power, like that of his damaging breath weapon, except that it deals 55 (10d10) damage on a failed save, or half on a successful one.

Mythic Actions

Bahamut can take 3 mythic actions, choosing from the options below. Only one mythic action option can be used at a time and only at the end of another creature's turn. Bahamut regains spent mythic actions at the start of his turn.

Celestial Tail. Bahamut makes a special tail attack. If it hits, the target takes an extra 14 (4d6) radiant damage)

Celestial Blast (Costs 3 Actions). Bahamut launches a burst of celestial power in a 10-foot wide, 90 foot long line to destroy evil. Each creature or object in that line must make a DC 27 Dexterity saving throw or take 36 (8d8) radiant damage on a failed save, or half as much damage on a successful one. Celestials succeed automatically, and fiends and undead have disadvantage on the save. If a fiend or undead has resistance to radiant damage, the resistance is suppressed for this attack.

Description

Bahamut is the god of Metallic dragons, and often appears as an old man with seven golden canaries (actually seven ancient gold dragons in polymorphed form).

Lair and Lair Actions

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:

  • Bahamut can use any lair action a metallic dragon has.

Regional Effects

The region containing Bahamut’s lair is warped by his magic, which creates one or more of the following effects:

  • Once per day, Bahamut can alter the weather in a 6-mile radius centered on his lair. He doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell.
  • Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of Bahamut or his allies. Such creatures descend at a rate of 60 feet per round and take no falling damage.
  • Whenever a creature with an Intelligence of 3 or higher comes within 30 feet of a water source within 1 mile of Bahamut’s lair, Bahamut becomes aware of the creature’s presence and location.
  • Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of Bahamut’s lair, Bahamut can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with Bahamut upon waking.
  • Banks of beautiful, opalescent mist manifest within 6 miles of Bahamut’s lair. The mist doesn’t obscure anything. It assumes haunting forms when evil creatures are near Bahamut or other non-evil creatures in the mist, warning such creatures of the danger.

If Bahamut dies, the weather fades to normal, as described in the spell, and the other effects fade over the course of 3d100 days.

Monster Tags: TitanShapechanger

LizardfolkWarrior

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