Gargantuan Dragon (Chromatic), Chaotic Evil
AC 25 (natural armor)    Initiative +11 (21)
HP 615 (30d20 + 300)
Speed 120 ft., Burrow 60 ft., Swim 60 ft.
Mod Save
STR 30 +10 +10
DEX 14 +2 +11
CON 30 +10 +19
Mod Save
INT 26 +8 +8
WIS 26 +8 +17
CHA 28 +9 +18
Skills Arcana +17, Intimidation +28, Perception +26, Religion +26
Immunities Acid, Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Blinded, Charmed, Deafened, Frightened, Poisoned, Stunned
Senses Truesight 120; Passive Perception 36
Languages All
CR 30 (XP 155,000; PB +9)
Traits
Chromatic Wrath (Recharges after a Short or Long Rest). If Tiamat would be reduced to 0 hit points, her current hit point total instead resets to 500 hit points, she recharges her Chromatic Flames, and she regains any expended uses of Legendary Resistance. Additionally, Tiamat can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 155,000 XP (310,000 XP total) for defeating Tiamat after her Chromatic Wrath activates.
Legendary Resistance (5/Day). If Tiamat fails a saving throw, she can choose to succeed instead.
Divine Nature. Tiamat's attacks ignore immunities and resistances. Additionally, Tiamat doesn't require air, food, drink, or sleep.
Multiple Heads. 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.
Actions
Multiattack. Tiamat can use her Frightful Presence. She then makes one Bite attack, one Claw attack, and one Tail attack.
Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 23 (2d12 + 10) piercing damage plus 19 (3d12) force damage.
Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The aspect can have only one creature grappled this way at a time.
Tail. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 23 (2d12 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 27 Strength saving throw or be pushed up to 20 feet away and knocked prone.
Frightful Presence. Each creature of Tiamat's choice that is within 240 feet of Tiamat and aware of her must succeed on a DC 26 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 Tiamat's Frightful Presence for the next 24 hours.
Chromatic Flames (Recharge 5–6). The aspect exhales multicolored flames in a 300-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw. On a failed save, the creature takes 71 (11d12) damage of a type of the aspect's choosing: acid, cold, fire, lightning, or poison. On a successful save, the creature takes half as much damage.
Legendary Actions

Tiamat can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Tiamat regains spent legendary actions at the start of its turn.

Attack. The aspect makes one Claw or Tail attack.

Power of the Dragon Queen. The aspect targets one Dragon she can see within 120 feet of her. The Dragon must make a DC 27 Charisma saving throw. A chromatic dragon makes this save with disadvantage. On a failed save, the target is killed.

Furious Bite (Costs 2 Actions). The aspect makes one Bite attack. If the attack hits a creature, the target must succeed on a DC 27 Wisdom saving throw or become frightened of the aspect until the end of its next turn.

Mythic Actions

If Tiamat's Chromatic Wrath trait has activated in the last hour, she can use the options below as legendary actions.

Hurl Through Avernus (Costs 2 Actions). Tiamat targets a creature she is grappling. The creature must succeed on a DC 25 Charisma saving throw or take 44 (8d10) psychic damage and be banished to Avernus (the first layer of the Nine Hells). At the start of the aspect's next turn, the creature reappears in an unoccupied space within 10 feet of the aspect.

Chromatic Flare (Costs 3 Actions). Tiamat flares with elemental energy. Each creature of the aspect's choice in a 60-foot-radius sphere centered on her must make a DC 27 Dexterity saving throw. On a failed save, the creature takes 39 (6d12) damage of a type chosen by the aspect: acid, cold, fire, lightning, or poison. On a successful save, the creature takes half as much damage.

Previous Versions

Name Date Modified Views Adds Version Actions
2/27/2025 6:23:39 PM
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Coming Soon
LamestHoax

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