Bahamut, God Form (5e Creature)
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Bahamut Zero (True Form)[edit]
Titanic dragon, unaligned Armor Class 35 (natural armor)
Saving Throws Str +35, Dex +25, Con +35, Int +32, Wis +30, Cha +35. Amphibious. The dragon can breathe air and water. Bahamut Zero can freely use his breath weapons or cast spells while underwater. Aura of Dragon King. Mortal allies of Bahamut Zero within 90 feet of him gain advantage on all attacks, checks, and saving throws. Additionally, they cannot be Charmed or Frightened. Enemies of Bahamut that start or end their turn in the aura take 28 (8d6) cold or 28 (8d6) radiant damage, Bahamut Zero choice. Titanic. Bahamut Zero space is 90 feet by 90 feet, and he has advantage on saving throws against being pushed or knocked prone. Additionally, when Bahamut Zero hits a Medium or smaller creature with a melee attack, each creature within 5 feet of the initial target must make a DC 34 Dexterity saving throw or suffer the same attack. Discorporation. When Bahamut Zero drops to 0 hit points, his body is destroyed but its essence travels back to his domain, and is unable to take physical form for a time. Divine Might. If Bahamut attacks and effects ignore the resistances and immunities of creatures of CR 25 and below. Bahamut Zero attacks and effects targeting creatures of CR 26-35 ignore resistances and treat immunities as resistance (condition immunities provide advantage in lieu of immunity). God of the Dragons. Bahamut Zero can, as a legendary action, duplicate the effects of any lair action that a dragon can take, even if he is not in his lair, if he does so, the lair action will have twice the range, DC, damage, and/or effect, In addition, he can use a bonus action to see and hear through any dragon. Legendary Resistance (10/Day). If Bahamut Zero fails a saving throw, he can choose to succeed instead. Innate Spellcasting. Bahamut Zero spellcasting ability is Charisma (spell save DC 38, +30 to hit with spell attacks). Bahamut Zero can innately cast all wizard spells of 7th level or lower once per day, and following spells, requiring no components: At will: comprehend languages, contact other plane, detect magic, detect thoughts, dispel magic, enlarge reduce, polymorph, remove curse, scrying, sending, shield, shield of faith, telekinesis, teleport, control water, cone of cold (9th level), control winds, create food and water, detect thoughts, feather fall, fireball (9th level), lightning bolt (9th level), melf's acid arrow (9th level), sacred flame (17th level), speak with animals, stone shape, sunbeam, transmute rock, wall of fire (9th level), wall of ice (9th level). 5/Day each: arcane gate, creation, divine word, etherealness, forbiddance, (un)holy aura, mordenkainen’s private sanctum, resurrection, symbol, telepathy, absorb elements (9th level), antimagic field, flesh to stone, geas, heal, hold monster, mass suggestion, move earth, otto’s irresistible dance, power word stun, reverse gravity, sunburst, wall of stone, whirlwind. 3/Day: astral projection, gate, mass heal (1000 hit points), true resurrection, wish, control weather, dominate monster, earthquake, foresight, holy aura, maze, prismatic wall, storm of vengeance, time stop, tsunami, weird. Limited Magical Immunity. Unless Bahamut Zero wishes to be affected, he is immune to spells of 8th level or lower, and is resistant to and has advantage on all other spells and magical effects. Magic Weapons. Bahamut Zero attacks are like +5 magical weapons. Additionally, Bahamut Zero melee weapon attacks deal an extra 45 (10d8) radiant damage on a hit (included in the attack). Regeneration. Bahamut Zero regains 75 hit points at the start of his turn. Platinum Brilliance (Recharges after a Short or Long Rest). If Bahamut Zero is reduced to 0 hit points, his current hit point total instead resets 7,500 hit points, he recharges his Breath Weapons, and he regains any expended uses of Legendary Resistance and Divine Sense. Award a party an additional 1,220,000 (2,440,000 XP total) for defeating Bahamut Zero after his Platinum Brilliance activates. Scales of the Dragon King. When Bahamut Zero is targeted by a Magic Missile spell, line spell, or a spell that requires a ranged attack roll, roll a d6. On a roll of 1-2, the spell functions normally, on a roll of 3-4, the spell is deflected and Bahamut Zero is unaffected. On a roll of 5-6, Bahamut Zero is unaffected and the effect is reflected back at the caster as though it originated from bahamut Zero, turning the caster into the target. Siege Monster. Bahamut Zero deals double damage to objects and structures. ACTIONSMultiattack. Bahamut Zero can make two claw, two bite, and one tail attack. Claw. +39 to hit, reach 65 ft., one target. Hit: 210 (34d10 + 25) slashing damage plus 45 (12d8) radiant damage and if the target is Colossal or smaller, the target must make a DC 36 Strength saving throw or be knocked prone, grappled, or pushed 80 feet (Bahamut Zero choice). Bite. +39 to hit, reach 35 feet., one target. Hit: 210 (24d10 + 25) piercing damage plus 42 (12d6) cold damage, and 45 (10d8) radiant damage and 55 (10d10) force damage. Tail. +39 to hit, reach 130 feet., one target. Hit: 176 (34d8 + 25) bludgeoning damage plus 34 (10d8) radiant damage. If the target is a creature, it must succeed on a DC 30 Constitution saving throw or be knocked prone or pushed 50 feet (Bahamut Zero choice), and incapacitated until the end of Bahamut’s next turn. Breath Weapon (Recharge 5-6). Bahamut Zero uses one of the following breath weapons: Cold Breath. Bahamut Zero exhales cold in a 480-food cone. Each creature in that area must make a DC 36 Dexterity saving throw, taking 420 (40d20) cold damage on failed save, or half as much damage on a successful one. When a creature, object, or area takes cold damage from this attack, it is frost bitten. A frost-bitten creature takes 35 (10d6) cold damage at the start of its turn, cannot use reactions, and its speed is halved. A frost-bitten area is covered with ice and becomes difficult terrain. If a creature attempts to go over the frost-bitten area at normal speed, it must make a DC 24 Dexterity saving throw or fall prone. Frost-bitten creatures and areas are frost-bitten for (1d12) rounds, unless a creature takes an action and succeeds on a DC 24 Intelligence (Nature) check to heat themselves, another, or a medium sized area. Disintegrating Breath. Bahamut Zero exhales a beam of blue light that is 5 feet wide and 800 ft long. Each creature in the beam must make a DC 36 Dexterity saving throw, taking 472 (45d20) force damage on a failed save, or half as much damage on a successful one. If this attack reduces a target to 0 hit points it is disintegrated. Exalting Breath. Bahamut Zero exhales the restoration of Mount celestia in a 480-foot cone. Each creature in that area of the Bahamut Zero choice regains 420 (40d10) hit points, and each creature in that area of Bahamut Zero choice that has been dead for no longer than 1 hour is restored to life with all its hit points. Gaseous Breath. Bahamut Zero exhales a gray mist that fills a 180-foot radius Sphere centered on Bahamut Zero. Each creature of Bahamut Zero choice in the area must make a DC 36 Constitution saving throw. On a failure the target’s body is turned into a misty cloud as in the spell gaseous form, except any clothing or equipment worn or carried is not transformed and instead fails to the ground, The target remains in gaseous form for 1 hour. Megaflare. Bahamut Zero use the power he has deep within in and fire an ultra powerful laser beam of 800 feet wide and 3 miles long. Anything hit by the Megaflare take 60105 (800d100 + 1255) radiant damage ignoring randiant resistance, immunity and special ability. On impact, make an enormous explosion of 15000 ft big destroying anything on contact. If someone get hit by the explosion, they take the same damage has the Megaflare do. If it reduce the hit point of a creature to 0, its destoyed the creature and left nothing left of him. The only way to revive a creature kill by the Megaflare is by using the spell wish. If the Megaflare target is only a planet, a solar systeme, a galaxie or a none original plane, it completely destroy the target leaving out nothing left behind. After Bahamut Zero use the Megaflare, he will be only be able to use it again after 1d6 + 2 days.
LEGENDARY ACTIONSThe Bahamut 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. The Bahamut regains spent legendary actions at the start of its turn. Attack Bahamut Zero makes a Tail, Bite, or Claw attack Bahamut's Cleansing. Bahamut Zero choses one willing creature he can see within 240 feet of him. Positive energy courses through the creature to undo a debilitating effect. He can reduce the target’s exhaustion level by one, or end one of the following effects on the target: One effect that charmed or petrified the target. One curse, including the target’s attunement to a cursed magic item. Any reduction to one of the target’s ability scores. One effect reducing the target’s hit point maximum. Bahamut's Mercy. Bahamut Zero choses one willing creature he can see within 240 feet of him. The creature can spend up to 5 hit dice to regain hit points and regain an additional 25 hit points. Bahamut's Blessing (Cost 2 Actions). Bahamut Zero choses one willing creature he can see within 240 feet of him. The creature gains a +10 bonus to attack rolls, skill checks, saving throws, and deals an additional 14 (4d6) radiant damage when it hits with a melee attack until the end of its next turn. Move. Bahamut Zero moves up to half his speed. Deafening Roar. (Cost 5 Actions). Any creature within 350 feet of Bahamut Zero must succeed on a DC 36 Constitution saving throw or be permanently Deafened. Teleport. Bahamut Zero, and up to 12 allies within 400 feet of him, magically teleport, along with any equipment carried, up to 300 feet to unoccupied spaces he can see. Wing Attack (costs 2 actions). Bahamut Zero beats his wings. Each creature within 120 feet of him must succeed a DC 36 dexterity saving throw or take 142 (34d + 23) bludgeoning damage plus 45 (10d8) and be knocked prone. Bahamut Zero can then fly to his normal speed. Majestic Aura (Costs 2 Actions). Bahamut Zero intensifies his aura, increasing the range to 120 feet until the end of its next turn. In addition, each creature of Bahamut Zero choice in the aura must make a DC 36 Constitution saving throw or be frost-bitten. The area of the aura is also frost-bitten. Forcecage (Cost 3 Actions, Recharge 6). Bahamut Zero creates a magical cage as in the spell forcecage, except the bar cage can be 60 feet on a side and the solid cage can be 40 feet on a side. Recharge (Costs 4 Actions). Bahamut Zero recharges his ability to use breath weapons. Spellcasting (Costs 4 Actions). Bahamut Zero casts a spell. Tail Sweep (Costs 4 Actions). Tail Sweep Bahamut Zero swings his tail in a 130-foot cone. Each creature in the area must make a DC 36 Dexterity saving throw or take 176 (34d8 + 23) bludgeoning damage plus 45 (10d8) radiant damage., be pushed 80 feet, knocked prone, and stunned until the end of Bahamut Zero next turn. Smite the Wicked (Costs 5 Actions). All evil creatures within 120 feet of Bahamut Zero must make a DC 36 Charisma saving throw, or take 210 (20d20) radiant damage on a failure, or half as much damage on a successful one. Celestial Shield (Costs 2 Actions). Bahamut Zero manifests seven spectral Great Wyrm dragons around himself that protect; he gains 500 temporary hit points until the start of his next turn. Celestial Lances (Costs 3 Actions). Bahamut Zero conjures five enormous lances of magical force that plummet to the ground at four different points he can see within 300 feet of him and then disappear. Each creature in a 120-foot-radius, 1000-foot-high cylinder centered on each point must succeed on a DC 30 Dexterity saving throw or take 210 (20d20) force damage. A creature in the area of more than one lance is affected only once. |
Bahamut Zero is the true form of Bahamut, giving him enormous power making him easely one the the strongest entity to ever exists. |
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