Bahamut (5e Creature)

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Design Note: This creature was designed using Mythic Monsters (5e Variant Rule) as a guide.

Bahamut[edit]

Gargantuan dragon, lawful good


Armor Class 30 (natural armor)
Hit Points 676 (33d20 + 330)
Speed 30 ft., fly 100 ft.


STR DEX CON INT WIS CHA
30 (+10) 15 (+2) 30 (+10) 28 (+9) 30 (+10) 28 (+9)

Saving Throws Str +21, Dex +13, Int +20, Wis +21, Cha +20
Skills Arcana +20, Athletics +21, Insight +21, Intimidation +20, Investigation +20, Perception +21, Religion +20
Proficiency Bonus +11
Damage Resistances psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid, cold, fire, lightning, poison, radiant
Condition Immunities charmed, deafened, blinded, frightened, poisoned, petrified
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 31
Languages all, telepathy 120 ft.
Challenge 40 (460,000 XP)


Judgement. Whenever a creature attacks, that creature must first make a DC 20 wisdom saving throw, on a failed saving throw. the creature is frightened. while frightened in this way. that creature must bow to Bahamut and ask for forgiveness for their sins.

Circle of Justice. When Bahamut rolls for initiative, any allies within 80 feet of Bahamut gain +1 bonus to all checks and attack rolls, and any enemy within that area must succeed a DC 20 Wisdom saving throw or take disadvantage on all checks and attack rolls for 1 minute.

Spellcasting. Bahamut can cast any cleric, paladin, or sorcerer spells of 1st level 5/day each. He can cast any cleric or sorcerer spell of 2nd-4th levels 3/day each. He can also cast any cleric spell of 5th or 6th level 1/day.

Limited Magical Immunity. Unless he wants to be affected, Bahamut is immune to all spells of 5th level or lower.

Regeneration. Bahamut regains 20 hit points at the start of his turn as long as he is not unconscious.

Old Man. As a bonus action, Bahamut can transform into his old man form, appearing as a Medium-sized humanoid.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

ACTIONS

Multiattack. Bahamut can make two claw, one bite, and one tail attack, or he can use a breath weapon and a tail attack, additially he can choose to punish or forgive frightened creatures.

Claw. +15 to hit, reach 15 feet., one target. Hit: 38 (10d6 + 8) slashing damage plus 22 (5d8) radient damage.

Tail. +20 to hit, reach 20 feet., three targets not in front of him. Hit: 35 (6d10 + 5) bludgeoning damage plus 22 (5d8) radient damage.

Bite. +15 to hit, reach 10 feet., one target. hit: 107 (15d12+10) radient damage

Cold Breath. Bahamut exhales cold in a 120-foot cone. Each of the creatures in that area must make a DC 30 Dexterity saving throw or take 100 (10d20) cold damage on a failed save and half as much on a successful one.

Fire Breath. Bahamut exhales fire in a 120-foot cone. Each of the creatures in that area must make a DC 30 Dexterity saving throw or take 100 (10d20) fire damage on a failed save and half as much on a successful one.

Disintegration Breath. Bahamut exhales a beam of light that is five feet wide and can be up to 400 feet long. Each creature in that area must make a DC 25 Dexterity saving throw, taking 87 (12d12 + 15) force damage on a failed save and half as much on a successful one.

Lightning Breath. Bahamut exhales a line of lighting that is 10 feet wide and up to 400 feet long. Each creature in that line must make a DC 25 Dexterity saving throw or take 90 (9d20) lighting damage on a failed save and half as much on a successful one.

Acid Breath. Bahamut exhales acid in a 200-foot line that is 10 feet wide. Each creature in that line must make a DC 25 Dexterity saving throw or take 80 (8d20) acid damage on a failed save and half as much on a successful one.

Forgive. Bahamut targets one frightened creature and forgives them. That creature is no longer frightened but now looks up to Bahamut and thinks that Bahamut is very kind, they can not attack Bahamut for 1 minute. If this creature is immune to the charmed condition, they are immune to "forgive".

Punish. Bahamut targets one frightened creature and punishes them. That creature is no longer frightened although that creature takes 10d10 psycic damage and is stunned for 3 turns. For the duration of the stun, that creature speaks in celestial: "Please, spare me" or another way of asking for mercy. If Bahamut gives mercy then that creature can NEVER attack again unless they are immune to the charmed condition, have legendary actions, or are above lvl 20/cr 30.


LEGENDARY ACTIONS

Bahamut 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. Bahamut regains spent legendary actions at the start of his turn.

Dragon Summons (5/Day). Bahamut summons one adult metallic dragon into an unoccupied space he can see.
Wing Attack (Costs 2 Actions). Bahamut beats his wings. Each creature within 80 feet of him must succeed a DC 30 Dexterity saving throw or take 78 (12d12) bludgeoning damage and be knocked prone.
Healing Light (Costs 3 Actions). Bahamut shines light filled with radiant energy at a creature he can see within 120 feet of him. The target regains 110 (20d10) hit points.

Bahamut the platinum dragon is the king of all metallic dragons and is worshiped by them as their lord. He has a beautiful platinum color that shines in the sunlight. He is a ruler of Justice and Wisdom. Bahamut lives in a great palace the seven heavens and has seven powerful ancient gold dragons as advisors. The platinum dragon can transform into an old man, and the seven ancient gold dragons become canaries that fly around him.

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