Huge Dragon (Angel)
Armor Class 16 Natural Armour
Hit Points 304 (29d10 + 145)
Speed 30 ft., Fly 90 ft.
STR
20 (+5)
DEX
9 (-1)
CON
17 (+3)
INT
5 (-3)
WIS
16 (+3)
CHA
5 (-3)
Saving Throws STR +10, WIS +8
Damage Immunities Radiant
Condition Immunities Charmed, Frightened, Prone
Senses Passive Perception 19
Languages --
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Siege Monster. Deals double damage to objects, structures, and constructs. 

Unusual Nature. Bahamut does not require air to breathe. 

Actions

Multiattck. Bahamut makes 2 attacks with his claws and casts flare. 

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 12 (2d6 + 5) [Slashing] damage.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit: 16 (2d10 + 5) [Piercing] damage.

Flare. Ranged Weapon Attack: +7 to hit, range 120 ft., 1 target. Hit: 12 (2d6 + 5) [Radiant] damage.

Megaflare (Recharge 4-6). Bahamut unleashes a myriad of radiant orbs of energy that stream towards its enemies. Each creature within a 20ft radius originating from a point with 120ft of Bahamut must make a DEX Saving Throw DC = 17. On a fail, a creature takes 6d8 Radiant damage, or half as much on a success. 

Legendary Actions

Bahamut can only use each legendary once per day. 

Gigaflare (Costs 1 Action). Bahamut releases a roaring torrent of cosmic radiance in a continuous beam. (Bahamut must commit to using this attack to 1 round and when it reaches his turn, he can redirect it. At the end of that round, the beam will stop.) Each creature in a 20ft x 80ft beam originating from Bahamut must make a CON Saving Throw DC = 17. On a failed save, the creature takes 15d6 radiant or half as much on a save. 

Zettaflare (Costs 1 Action). Bahamut charges the Zettaflare for 1 round, then on his next turn he releases it, firing it for 2 rounds and only being able to redirect it once. Each creature in a 25ft x 95ft beam will need to make a CON Saving Throw DC = 18. On a failed save, the creature takes 15d8 radiant damage and be knocked prone. On a success, the creature will take half damage and not be knocked prone. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

At the top of the initiative, Bahamut takes a lair action to cause one of the following effects; Bahamut can’t use the same effect two rounds in a row:

  • Warden of Light. Bahamut spreads his wings of light, releasing a blinding flash. CON Saving Throw DC = 16. On a failed save, you have the blinded condition for 1 round. On a success, nothing happens.

  • Impulse. Bahamut summons 3 invisible 10x10ft orbs that will detonate if stepped on. The creature who activates the orbs will need to make a DEX Saving Throw DC = 15 or take 2d6 [Radiant] damage. (Bahamut is immune to the orbs). 
  • Flare Breath. Bahamut releases a cosmic breath attack that deals no damage but forces creatures within the 25ft cone to be clumped together and restrained. STR Saving Throw DC = 15 to not be restrained. 

 

VoidHunter84

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