Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it 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 18 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 Aspect's Frightful Presence for the next 24 hours.
Multiattack. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: (2d8+6) piercing damage plus (2d6) acid damage.
Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: (2d6+6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: (2d8+8) bludgeoning damage.
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 17 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 13 Charisma saving throw or take (2d6) 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 17 Dexterity saving throw. On a failed save, the creature takes (2d8) 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
A black dragon’s lair is a dismal cave, grotto, or ruin that is at least partially flooded, providing pools where the dragon rests, and where its victims can ferment. The lair is littered with the acid-pitted bones of previous victims and the fly-ridden carcasses of fresh kills, watched over by crumbling statues. Centipedes, scorpions, and snakes infest the lair, which is filled with the stench of death and decay.
White dragons lair in icy caves and deep subterranean chambers far from the sun. They favor high mountain vales accessible only by flying, caverns in cliff faces, and labyrinthine ice caves in glaciers. White dragons love vertical heights in their caverns, flying up to the ceiling to latch on like bats or slithering down icy crevasses.
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:
- Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
- The dragon creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies.
- Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Regional Effects
The region containing the Aspect’s lair is warped by it's magic, which creates one or more of the following effects:
- The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.
- Chilly fog lightly obscures the land within 6 miles of the dragon’s lair.
If the Aspect dies, these effects fade over the course of 1d10 days.
Comments