Legendary Resistance (3/Day). If the Aspect of Tiamat fails a saving throw, she can choose to succeed instead.
Limited Magic Immunity. Unless she wishes to be affected, the Aspect of Tiamat is immune to spells of 4th level or lower. She has advantage on saving throws against all other spells and magical effects.
Magic Weapons. The Aspect of Tiamat’s weapon attacks are magical.
Multiple Heads. The Aspect of Tiamat can take one reaction per turn, rather than only one per round. She also has advantage on saving throws against being knocked unconscious. If she fails a saving throw against an effect that would stun a creature, one of her unspent legendary actions is spent.
Regeneration. If the Aspect of Tiamat has at least 1 hit point, she regains 20 hit points at the start of her turn.
Multiattack. The Aspect of Tiamat can use her Frightful Presence. She then makes three attacks: two with her claws and one with her tail.
Claw. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (3d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 25 ft., one target. Hit: 19 (3d8 + 6) piercing damage.
Frightful Presence. Each creature of the Aspect of Tiamat’s choice that is within 180 feet of her and aware of her must succeed on a DC 20 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 of Tiamat’s Frightful Presence for the next 24 hours.
The Aspect of Tiamat 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 Aspect of Tiamat regains spent legendary actions at the start of her turn.
The Aspect of Tiamat’s legendary action options are associated with her five dragon heads (a bite and a breath weapon for each). Once the Aspect of Tiamat chooses a legendary action option for one of her heads, she can’t choose another one associated with that head until the start of her next turn.
Bite. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 22 (3d10 + 6) slashing damage plus 10 (3d6) acid damage (black dragon head), lightning damage (blue dragon head), poison damage (green dragon head), fire damage (red dragon head), or cold damage (white dragon head).
Black Dragon Head: Acid Breath (Costs 2 Actions). The Aspect of Tiamat breathes acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one.
Blue Dragon Head: Lightning Breath (Costs 2 Actions). The Aspect of Tiamat breathes lightning in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 60 (11d10) lightning damage on a failed save, or half as much damage on a successful one.
Green Dragon Head: Poison Breath (Costs 2 Actions). The Aspect of Tiamat breathes poisonous gas in a 90-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 52 (15d6) poison damage on a failed save, or half as much damage on a successful one.
Red Dragon Head: Fire Breath (Costs 2 Actions). The Aspect of Tiamat breathes fire in a 60-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.
White Dragon Head: Cold Breath (Costs 2 Actions). The Aspect of Tiamat breathes an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
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:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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