Legendary Resistance. If the aspect fails a saving throw, she can choose to succeed instead.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 15 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 the dragon's Frightful Presence for the next 24 hours.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: (2d6+5) piercing damage plus (1d6) lightning damage.
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: (2d6+5) slashing damage.
Tail. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: (2d6+5) bludgeoning damage.
Breath-Weapon. (Recharge 5–6). The dragon exhales Lightning in a 120-foot line that is 10 feet wide, or a cone of Poison that is 90-foot. Each creature in that area must make a DC 15 Dexterity/Constitution saving throw, taking 88 (5d6) lightning damage on a failed save, or half as much damage on a successful one.
At the end of a creatures turn the aspect can choose to use one of these Legendary actions. (3 Actions per turn)
Attack. The aspect makes one Claw or Tail attack.
Furious Bite (Costs 2 Actions). The aspect makes one Bite attack. If the attack hits a creature, the target must succeed on a DC 16 Wisdom saving throw or become frightened of the aspect until the end of its next turn.
Once the Aspect has reached half hit points it can choose to use these as Legendary actions.
Hurl Through Avernus (Costs 1 Action). The aspect targets a creature she is grappling. The creature must succeed on a DC 12 Charisma saving throw or take (2d4) psychic damage and be Stunned. At the start of the aspect’s next turn, the creature is no longer stunned.
Chromatic Flare (Costs 3 Actions). The aspect flares with elemental energy. Each creature of the aspect’s choice in a 60-foot-radius sphere centered on her must make a DC 15 Dexterity saving throw. On a failed save, the creature takes (2d6) damage of a type chosen by the aspect: lightning or poison. On a successful save, the creature takes half as much damage.
Description
The five-headed progenitor of chromatic dragons, Tiamat embodies the vices of evil dragons. Since the destruction of the First World, she has dwelled in the Nine Hells—some say by choice. But others claim that she is imprisoned there to punish her for the evils she perpetrated when the gods sought to colonize the First World with their followers. She has been split into 5 portions of her former self, scattered to different regions of the world, who now search for each other to reunite and take over the Prime Material Plane.
Lair and Lair Actions
Thunderstorms rage around a legendary blue dragon’s lair, and narrow tubes lined with glassy sand ventilate the lair, all the while avoiding the deadly sinkholes that are the dragon’s first line of defense.
A forest controlled by a green dragon is easy to spot. A perpetual fog hangs in the air in a legendary green dragon’s wood, carrying an acrid whiff of the creature’s poison breath. The moss-covered trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald green cast, and every sound seems muffled.
Lair Actions
On initiative count 20 (losing initiative ties), the Aspect takes a lair action to cause one of the following effects; the Aspect can’t use the same effect two rounds in a row:
- Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 13 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 13 Strength check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.
- A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 13 Constitution saving throw or be blinded 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.
- Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 13 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round.
- Lightning arcs, forming a 5-foot-wide line between two of the lair’s solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a DC 13 Dexterity saving throw or take (1d6) lightning damage.
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:
- Thunderstorms rage within 6 miles of the lair.
- Within 1 mile of its lair, the Aspect leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the Aspect’s path.
- Hidden sinkholes form in and around the dragon’s lair. A sinkhole can be spotted from a safe distance with a successful DC 15 Wisdom (Perception) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 12 Dexterity saving throw or fall 1d4 × 10 feet into the sinkhole.
If the Aspect dies, these effects fade over the course of 1d10 days.
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