Amphibious. The dragon can breathe air and water.
Legendary Resistance (5/Day). If Bahamut fails a saving throw, he can choose to succeed instead.
Radiance. All Evil or Neutral creatures take 16 2d10+8 radiant damage every turn they stay within 10 feet of Bahamut.
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 he is unable to take physical form for 1d4 weeks.
Innate Spellcasting (3/Day). Bahamut can innately cast Divine Word, Lightning bolt, and Chain Lightning (spell save DC 26). His spellcasting ability is Charisma.
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 50 hit points at the start of his turn.
Multiattack. Bahamut can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws.
Bite. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 49 (4d12 + 14) piercing damage plus 7 (2d6) poison damage.
Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 11) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 16 (2d10 + 8) bludgeoning or piercing damage.
Frightful Presence. Each creature of Bahamut's choice that is within 120 feet of the dragon and aware of him must succeed on a DC 19 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.
Godly Breath (Recharge 4–6). The dragon exhales godly light in a 80-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 87 (12d12) radiant or psychic damage on a failed save, or half as much damage on a successful one.
Shield. Bahamut Casts Shield.
The dragon 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. The dragon regains spent legendary actions at the start of its turn.
Terrify Evil. Bahamut looks at one creature he sees within 60 feet. That creature must succeed on a DC 23 Constitution save, or be afraid of Bahamut for 3 turns, and will actively get as far away from him and doing nothing else.
Attack. The dragon makes a Bite or Claw attack.
Wing Attack (Costs 2 Actions). Bahamut beats his wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 31 (4d8 + 12) bludgeoning damage and be knocked prone. Bahamut can then fly up to half his flying speed.
Lair and Lair Actions
While all dragons die eventually, Bahamut, Lord of Good Dragons reigns eternal. A benevolent deity, and patron and icon to good dragons everywhere, Bahamut seeks to rid the world of the scourge of evil. Most never see this deity, but many worship him in reverence of his great power. Bahamut lives in the Seven Heavens, and stays away from prying eyes, for he values his privacy, but he may intervene when he senses that his arch-enemy and sister Tiamat at play.
Lair Actions
Bahamuts lair is an inner sanctum guarded by many magical defenses, and only the worthy may pass them.
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 may cause one of the 4 statues in his lair to come to life, acting as an adult gold dragon, with the added features below.
- Bahamut can cause bright light to shine from his body, and every creature within 70 foot radius must make a DC 17 Constitution save or be blinded
Regional Effects
The region around Bahamut’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Evil creatures entering within one mile of Bahamut's lair see visions of people in their life who died, and every hour that they stay within a mile, those phantoms will attack them. (use ghost statblock, with double the health, and wielding longswords).
- There are many gardens with decadent wildlife and plants from common to otherworldly exotic, and all of these plants and animals radiate protection from good and evil(against evil specifically), and if a creature attempts to pick them, they will turn into plant golems (earth elementals with thematic plants on them, also have a plant grapple ability at the DM's discretion).
- Within 1 mile of its lair, all passages and walkways warp and change, making it impossible for anyone but the truly worthy to find their way to Bahamut's sanctum. Bahamut leaves no physical evidence of its passage unless he wishes to. Tracking him there is impossible, even by magical means by magical means. In addition, every hour that creatures spend in the maze, they must make a DC 20 wisdom save or be affected as if by a Symbol of Fear. You may incorporate custom random encounters if you wish.
- Golden Statues within 1 mile of Bahamut’s lair serve as the his eyes and ears, and can be shown to be magical with a DC19 Arcana Check.
If Bahamut dies, The Maze will stop shifting, but the statues will turn into Adult Gold Dragons, and will attack Evil creatures immediately. (treat them as normal gold dragons, but with the added subtype of construct, and added condition immunities to exhaustion, incapacitated, unconscious, charmed, frightened, and paralyzed). Evil people will still see phantoms of the dead, but will no longer be attacked.
Previous Versions
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