Spellcasting : Bahamut is a 25th-level spellcaster, which make him capable of casting spells of levels 0, 1, 2 and 3 AT WILL, without spending spell slots. The spellcasting ability is CHA (spell save DC 19, +13 to hit with spell attacks).
Bahamut can cast the following spells:
Cantrips: Fire Bolt, Ray of Frost, Lightning Lure, Eldritch Blast, Frostbite
1st level: Chaos Bolt, Chromatic Orb, Magic Missile, Witch Bolt
2nd level: Dragon's Breath, Scorching Ray, Hold Person
3rd level: Counterspell, Fireball, Lightning Bolt
4th level (6 slots): Ice Storm, Sickening Radiance, Storm Sphere
5th level (5 slots): Destructive Wave, Hold Monster, Flame Strike
6th level (4slots): Chain Lightning, Sunbeam
7th level (3 slots): Crown of Stars, Fire Storm
8th level (2 slots): Power Word: Stun
9th level (2 slots): Meteor Swarm
Multiattack : Bahamut can makes three attacks.
Bite : Melee Weapon Attack: +17 to hit; reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage + 14 (4d6) fire damage.
Claw : Melee Weapon Attack: +17; reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail : Melee Weapon Attack: +17; reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Impulse (Recharge 4-6): AoE (Area of Effect): Bahamut creates a massive blast of light around him, blinding (for a turn) every creature that surrounds him in a 60 ft radious and causing 30 (5d10+5) radiant damage. All the creatures within the blast radious must make a CON saving throw (DC 17), in order to avoid blindness and take half of the damage on a success. BUT WAIT! THERE IS MORE! Putting AoE damage aside, Bahamut will regain, at least, 4 spell slots for each creature that was blinded by the blast. So, if 3 creatures are blinded by Impulse, Bahamut will regain ALL IT'S SPELL SLOTS.
Megaflare : Bahamut uses all the remaining spell slots it have available to do Xd12 fire damage, where X is the number of spell slots used. This attack is auto-hit, so there is NO SAVING THROW to dodge or decrease it's damage (I mean, it's Bahamut signature move. What did you expected?). This action can only be used when Bahamut is with or below 50% of it's full HP.
Bahamut 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. Bahamut regains spent legendary actions at the start of its turn.
Detect : Bahamut makes a WIS check.
Legendary Resistance (3/Day): If Bahamut fails a saving throw, it can choose to succeed instead.
Shield : Bahamut creates a barrier around itself, denying all kind of damage for a hole turn and it can only be pull it off if it takes 100 points or more of damage or at the end of Bahamut's next turn.
Description
This is a Final Fantasy monster/summon, so please don't mistake it with D&D's Bahamut. With the warning given, let's go to the description.
Bahamut is the King of the Dragons, the most powerfull and pridefull of it's kind. He hardly shows up to mankind or towards it's fellow dragons, but when he does, it's a sign that something is bound to happen. Be it good or bad, only time can tell.
The King of the Dragons can form a pact with those that prove to be worthy of his power or to a family/clan that prove it's worth to the Great Dragon. And such trial to prove it's worth can be almost anything, from a trial of wits to a test of might, or even a epic quest, where the person(s) need to travel across the land and retrive a mythical object. Such thing will always vary from time to time, but it always test the one(s) involved in a trial of valor.
When Bahamut becomes a Summon of the player, he will have only HALF of it's total status and can only unlock it's full capacity when he see that the player is worth or if the player pays a price to the King of the Dragons. Bahamut will demand (temporarily at least) half of all status of the player. From it's HP to it's ability points. Once Bahamut had done it's part of the job he will return all the status he had taken from the player.
Lair and Lair Actions
Bahamut lives in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Bahamut can also create hazards that hinder intruders path.
Lair Actions
Bahamut takes a lair action as a bonus action to cause the following effect. He can’t use the same effect two rounds in a row:
- A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than Bahamut on the ground in that area must succeed on a DEX saving throw (DC 15) or be knocked prone.
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