Chromatic Wrath (Recharges after a Short or Long Rest). If the aspect would be reduced to 0 hit points, her current hit point total instead resets to 500 hit points, she recharges her legendary/mythic actions, and she regains any expended uses of Legendary Resistance. Additionally, the aspect can now use the options in the "Mythic Actions" section for 1 hour.
Innate Spellcasting (3/Day). Tiamat can innately cast divine word (spell save DC 26). Her spellcasting ability is Charisma.
Legendary Resistance (5/Day). If Tiamat fails a saving throw, she can choose to succeed instead.
Limited Magic Immunity. Unless she wishes to be affected, Tiamat is immune to spells of 6th level or lower. She has advantage on saving throws against all other spells and magical effects.
Magic Weapons. Tiamat’s weapon attacks are magical.
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 heads is affected only and she cannot use the bite or breath weapon of that head whilst stunned.
Multiattack. Tiamat can use her Frightful Presence. She then makes three attacks: two with her claws and one with her tail.
Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 24 (4d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +19 to hit, reach 25 ft., one target. Hit: 28 (4d8 + 10) piercing damage.
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.
Tiamat can take 5 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. Tiamat regains spent legendary actions at the start of her turn.
Tiamat’s legendary action options are associated with her five dragon heads (a bite and a breath weapon for each). Once 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: +19 to hit, reach 20 ft., one target. Hit: 32 (4d10 + 10) slashing damage plus 14 (4d6) 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).
Shredder Dragon Head: Mutagen Breath (Costs 2 Actions). Tiamat exhales mutagen X in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 25 constitution saving throw, taking (8d8) acid damage on a failed save and then rolling a d100 on the mutation table, or half as much damage on a successful one.
Metalic Dragon Head: Cloud of Blades (Costs 2 Actions). Tiamat exhales Shredders steel blades in a 120-foot beam that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking (10d10) piercing damage on a failed save, or half as much damage on a successful one. On a Failed save the blades pierce flesh and start to turn it to steel, every 6 seconds that the blades remain the steel spreads and your speed is reduced by 10ft, when your speed is halved you have disadvantage on attack rolls and enemies have advantage on attack rolls against you, when your speed is reduced to zero you are petrified. On Your turn you can use an action to roll a DC 22 athletics check to remove the blade.
Green Dragon Head: Breath of Life (Costs 2 Actions). Tiamat sucks in air in a 90-foot cone. Each creature in that area must make a DC 27 Wisdom saving throw, taking (15d6) Necrotic damage on a failed save, or half as much damage on a successful one. Tiamat heals by the same amount of damage they inflict.
Orange Dragon Head: Fire Breath (Costs 2 Actions). Tiamat exhales fire in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.
Pink Dragon Head: Swallow(Costs 3 Actions).
Tiamat makes one bite attack against a large or smaller target. If the attack hits, the target must make a contested grapple check. If it fails the target is swallowed and is blinded and restrained, it has total cover against attacks and other effects outside the tiamat, and it takes (10d6) acid damage at the start of each of the tiamat's turns. Tis at can have only one target swallowed at a time. If the Tiamat takes more than 50 damage in a single attack or 100 damage in a single turn the swallowed creature is regurgitated or if Tiamat dies it is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
Hurl Through Avernus (Costs 2 Actions). The aspect 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). 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 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.
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