Tiamat, God Form (5e Creature)

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

Tiamat, God Form[edit]

Titanic dragon, lawful evil


Armor Class 33 (natural armor)
Hit Points 5840 (50d100 + 840)
Speed 120 ft., burrow 120 ft., climb 120 ft., fly 480 ft., swim 120 ft.


STR DEX CON INT WIS CHA
50 (+20) 20 (+5) 50 (+20) 42 (+16) 38 (+14) 46 (+18)

Saving Throws Str +34, Dex +19, Con +34, Int +30, Wis +28, Cha +32
Skills all and Expertise +24
Proficiency Bonus +14
Damage Resistances force, necrotic, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid, cold, fire, lightning, poison, radiant, thunder
Senses blindsight 480 ft., darkvision 600 ft., truesight 480 ft., passive Perception 24
Languages all, telepathy 1,200 ft.
Challenge 50 (1,220,000 XP)


Aura of the Dragon Queen. Tiamat can use a bonus action to activate her elemental aura and it remains in effect until she uses another bonus action to contain it. The aura extends out in a 60-foot radius from her. Each creature that starts or ends its turn in the aura takes 28 (8d6) acid, 28 (8d6) cold, 28 (8d6) fire, 28 (8d6) poison, or 28 (8d6) lightning damage, Tiamat’s choice.

Chromatic Wrath (Recharges after a Short or Long Rest). If Tiamat is reduced to 0 hit points, her current hit point total instead rests to 7,500 hit points, she recharges her Breath Weapons, and she regains any expended uses of Legendary Resistance. Award a party an additional 1,220,000 (2,440,000) XP total) for defeating Tiamat after her Chromatic Wrath activates.

Titanic. Tiamat’s space is 100 feet by 100 feet and she has advantage on saving throws against being pushed or knocked prone. Additionally, when Tiamat hits a creature smaller than her 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.

Chromatic Breath. When a creature, object, or area takes damage from one of Tiamat’s breath weapons it suffers additional effects based on the damage type: frost bitten (cold), dissolves, (acid), poisoned (poison), charged (lightning), or ignited (fire). The effects of which last for 6 (1d12) rounds. Affected targets take 28 (8d6) damage of the attack’s type at the start of their turn and a creature that ends their turn adjacent to or in an affected area also takes 28 (8d6) damage of the attack’s type.

  • Dissolves. The target cannot use reactions or bonus actions. A dissolving area is filled with a pool of acid.
  • Frost Bitten. The target 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 25 Dexterity saving throw or fall prone.
  • Poisoned. The target’s speed is halved. A poisoned area is filled with 20-foot high poisonous clouds that obscure sight and can be dispersed by a strong wind (70+ mph).
  • Charged. The target takes an additional 28 (8d6) lightning damage any time it uses a reaction or bonus action. A charged area is filled with a 20-foot high spider-web of lighting.
  • Ignited. The target cannot take directions or bonus actions and suffers the effects of the spell heat metal. Ignited areas are discorporates if all of her heads are destroyed.

Discorporation. When Tiamat drops to 0 hit points, her body is destroyed but its essence travels back to its domain, and is unable to take physical form for a time. Additionally, Tiamat discorporates if all of her heads are destroyed.

Divine Might. Tiamat attacks and effects ignore the resistances and immunities of creatures CR 25 and below. Tiamat's attacks and effects targeting creatures of CR 26-35 ignore resistances and treat immunities as resistance (condition immunities provide advantage in lieu of immunity.)

Dominating Presence. When targeting a creature of CR 35 or below Tiamat’s charms ignore resistance and creatures with immunity have advantage on their saving throw instead. Tiamat can use a bonus or legendary action to exert precise control of creatures she has charmed.

Innate Spellcasting. Tiamat’s spell casting ability is Charisma (spell save DC 40, +32 to hit with attack spells). Each head can innately cast, requiring no components:

  • The black head cast all Necromancy spells of 6th level and lower once per day and the additional following spells:

At will: acid splash, Melf's acid arrow (6th level), plant growth, and vampiric touch (6th level)

3/Day each: gaseous form, dispel evil and good, insect plague, and greater invisiblillity.

1/Day each: circle of death, create undead, and finger of death.

  • The blue head can cast all Conjuration spells of 8th level or lower once per day and the following spells:

At will: blur, lightning bolt (8th level), call lightning (8th level), and hallucinatory terrain.

3/day each: chain lightning (8th level), and storm sphere (8th level).

1/day each: power word stun, storm of vengeance, and whirlwind.

  • The green head can cast all Illusion spells of 7th level and lower once per day and the following spells:

At will: dream, entangle, hypnotic pattern, poison spray (17th level), plant growth, and suggestion.

3/day each: cloudkill (7th level), dominate person, and mass suggestion.

1/day each: dominant monster, feeblemind, mass suggestion.

  • The red head can cast all Evocation spells of 9th level and lower once per day and the following spells:

At will: Aganazzar's scorcher (9th level)]], fireball (9th level), heat metal (9th level), and wall of fire (9th level).

3/day each: counterspell (9th level), divine word, fire storm, and forcecage.

1/day each: Incendiary cloud, and wish.

The white head can cast all Transmutation spells of 5th level and lower once per day and the following spells:

At will: armor of Agathys, ice storm, sleet storm, and wall of ice.

3/day each: bless, hold monster, investiture of ice, and whirlwind.

1/day each: control weather, and whirlwind

Legendary Resistance (10/Day). If Tiamat fails a saving throw, it can choose to succeed instead.

Legendary Magic Immunity. Unless Tiamat wishes to be affected, it is immune to spells of 8th level or lower, and she is resistant to and has advantage on all other spells and magical effects.

Magic Weapons. Tiamat weapon attacks are magical.

Multiple Heads. Each of Tiamat’s heads can be targeted separately. Each head has 450 hit points and damage done to a head does not reduce Tiamat’s hit point total. If a head is reduced to 0 hit points, that head can no longer take actions or reactions until it has at least 1 hit point. If a head is reduced to -200 hit points it is destroyed and cannot function until it has been restored to 450 hit points. In addition, if she suffers an effect that would render her unconscious, she instead loses the use of one head for the duration of the effect instead. Tiamat chooses the head.

Multiple Limbs. Tiamat claws, wings, and tail can be targeted separately. Each claw or wing has 450 hit points and her tail has 600 hit points. Damage done to a limb does not reduce Tiamat’s hit point total. If a limb is reduced to 0 hit points, that limb can no longer take actions or reactions until it has at least 1 hit point. If a limb or tail is reduced to -200 hit points it is destroyed and cannot function until it has been restored to full hit points. Additionally, Tiamat cannot fly if a wing is at or below 0 hit points and her speed is reduced by 40 feet for each claw that is at or below 0 hit points.

Regeneration. Tiamat regains 50 hit points at the start of her turn. Additionally, Tiamat can choose to regain hit points in one or more of her heads or limbs instead.

Scales of the Dragon Queen. When Tiamat is targeted by a Magic Missile spell, line spell, cone spell, or a spell that requires a ranged attack roll a d6. On a roll of 1-2, the functions normally, on a roll of 3-4, the spell is deflected and Tiamat is unaffected. On a roll of 5-6, Tiamat is unaffected and the effect is reflected back at the caster as though it originated from Tiamat, turning the caster into the target.

Siege Monster. Tiamat deals double damage to objects and structures.

Trample. When Tiamat moves, she can enter a Colossal or smaller creature’s space. The first time she enters a creature’s space, she can make a Claw attack on that creature. Each time Tiamat makes a claw attack it costs her 30 feet of speed. Each time she makes a tail or wing attack it costs her 60 feet of speed.

ACTIONS

Multiattack. Tiamat can use her Frightful Majesty. She then makes two claw attacks, or one tail attack, or one wing attack.

Frightful Majesty. Each creature of Tiamat’s choice within 480 feet of Tiamat and aware of her must succeed on a DC 30 Wisdom saving throw or be stunned for 1 minute. Creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Claw. Melee Weapon Attack: +39 to hit, reach 30 ft., one target. Hit 172 (42d6 + 25) slashing damage and the target must make a DC 38 Strength saving throw or be knocked prone, grappled, or pushed 100 feet (Tiamat’s choice).

Tail. Tiamat makes one of the following attacks:

  • Sting. Melee Weapon Attack: +39 to hit, reach 160 ft., one target. Hit: 214 (42d8 + 25) piercing damage. If the target is a creature, it must succeed on a DC 38 Constitution saving throw or take 210 (20d20) poison damage and be poisoned for 12 hours.
  • Sweep. Tiamat swings her tail in a 160-foot cone. Each creature in the area must make a DC 38 Dexterity saving throw or take 214 (42d8 + 25) bludgeoning damage, or be pushed 60 feet, knocked prone, and stunned.

Wing Attack. Tiamat beats her wings. Each creature within 120 feet of her must succeed on a DC 38 Dexterity saving throw or take 172 (42d6 + 25) bludgeoning damage and be knocked prone. Tiamat can then fly up to half her flying speed.

Chromatic Flames (Recharge 5-6). The aspect exhales multicolored flames in a 300-foot cone. Each creature in that area must make a DC 38 Dexterity saving throw. On a failed save, the creature takes 210 (20d20) damage of a type of Tiamat’s choosing: acid, cold, fire, lightning, or poison. On a successful save, the creature takes half as much damage.


LEGENDARY ACTIONS

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.

Bite. Melee Weapon Attack: +39 to hit, reach 90 ft., one target. Hit: 256 (42d10 + 25) piercing damage plus 42 (12d6) acid damage (black head), cold damage (white head), fire damage (red head), lightning damage (blue head), or poison damage (green head).

Chromatic Flare (Cost 3 Actions). Tiamat flares with elemental energy. Each creature of Tiamat choice in a 120-foot-radius sphere centered on her must make a DC 30 Dexterity saving throw. On a failed save, the creature takes 130 (20d12) damage type chosen by Tiamat: acid, cold, fire, lightning, or poison. On a successful save, the creature takes half as much damage.

Claw. Tiamat makes a claw attack.

Detect. Tiamat makes a Wisdom (Perception) check.

Furious Bite (Cost 2 Actions). Tiamat makes one Bite attack. If the attack hits a creature, the target must succeed on a DC 30 Wisdom saving throw or become frightened by Tiamat until the end of the target’s next turn.

Hurl Through Avernus (Costs 2 Actions). Tiamat targets a creature she is grappling. The creature must succeed on a DC 30 Charisma saving throw or take 110 (20d10) psychic damage and be banished to Avernus (the first layer of the Nine Hells) for one minute. After that time is up the creature reappears in an unoccupied space within 10 feet of Tiamat.

Move. Tiamat can move up to 30 feet.

Regenerate. Tiamat regains 50 hit points to her current hit points or to one of her heads, limbs, or tail.

Spellcasting. One of tiamat’s heads casts a spell from its list or the Greater Gods spell list.

At will: comprehend languages, contact outer planes, detect magic, detect thoughts, dispel magic, enlarge/reduce, polymorph, remove cure, scrying, sending, shield, shield of faith, telekinesis, and teleport.

3/day Each: arcane gate, creation, divine word, etherealness, forbiddance, [[5e SRD:|5e SRD:]](un)holy aura, private sanctum, resurrection, symbol, and telepathy.

1/day each: astral projection, gate, mass heal (1000 hit points), true resurrection, and wish.

Tail Attack (Costs 2 Actions). Tiamat makes a tail attack.

Teleport (Costs 2 Actions). Tiamat can teleport 240 feet to an unoccupied space she can see.

Wing Attack (Costs 2 Actions). Tiamat makes a wing attack.

Black Dragon Head Legendary Actions

Acidic Mucus. Tiamat spits a ball of acidic mucus. Ranged weapon attack: +30 to hit, range 750/1,500 ft., one target. Hit: 61 (8d8 + 25) bludgeoning damage and 72 (16d8) acid damage and the target must make a DC 30 Constitution saving throw, losing any resistance to acid damage for 24 hours and suffering the effects of Acid Breather on a failure.

Darkness. Magical darkness spreads from a point the Tiamat can see within 480 feet of her, filling a 40-foot radius sphere for 7 (2d6) rounds. The darkness spreads around corners. A creature with darkvision can’t see through the darkness, and non magical light can’t illuminate it, but Tiamat can see through it. If any of the effect’s overlaps with an area of light created by a spell of 8th level or lower, the spell that created the light is dispelled.

Necrotic Vines. Withered thorn covered vines erupt from a point on the ground Tiamat can see within 360 feet of her, creating a 40-foot radius blight of withered vines. The blight is difficult. If a creature ends its turn in the blight, it must make a DC 25 Strength saving throw or be restrained (DC 20 escape) and take 25 (10d4) piercing damage. The blight persists for 1 hour.

Breath Weapon (Cost 2 Actions, Recharge 5-6).

  • Acid Breath. Tiamat’s black head exhales acid in a 600-foot line that is 20 feet wide. Each creature in that line must make a DC 37 Dexterity saving throw, taking 367 (35d20) acid damage on a failed save, or half as much damage on a successful one.
  • Vitriolic Spray. Tiamat’s black head exhales acid in a 400-foot cone. Each creature in the cone must make a DC 37 Dexterity saving throw, taking 367 (35d20) acid damage on a failed save, or half as much on a successful one.

Blue Dragon Head Legendary Actions

Arc Lighting. Ranged Spell Attack: +28 to hit, range 960 ft., one target. Hit: 130 (20d12) lightning damage and the target must make a DC 30 Constitution saving throw. Losing all resistance to lightning damage for 24 hours on a failed save.

Sand Cloud. The Tiamat creates a 60-foot radius sphere of sand swirls centered on a point she can see within 480 feet of her. The sphere spreads around corners and lasts 7 (2d8) rounds, Each creature that starts its turn in the cloud must succeed on a DC 36 Constitution saving throw or be blinded for 1 minute. Creature can repeat the saving throw at the end of each of its turn, ending the effect on itself on a success.

Thunderclap.' Tiamat chooses a point she can see within 360 feet of her. Each creature within a 30-foot radius of that point must succeed on a DC 36 Constitution saving throw, taking 66 (12d10) thunder damage and be deafened on a failed save, or half as much damage on a successful one.

Breath Weapon (Cost 2 Actions, Recharge 5-6).

  • Lightning Breath. Tiamat’s blue head exhales lightning in a 480-foot cone. Each creature in the line must make a DC 37 Dexterity saving throw, taking 409 (39d20) lightning damage on a failed save, or half as much damage on a successful one.
  • Lightning Bolt. Tiamat’s blue head exhales lightning in a 1,000-foot-line that is 10 feet wide. The first creature in the line must make a DC 37 Dexterity saving throw, taking 620 (60d20) lightning damage and 66 (12d10) thunder damage on a failed save, or half as much damage on a successful one. In addition, each creature within 40 feet of the original target must make a DC 38 Constitution saving throw, taking 55 (12d10) thunder damage on a failed save, or half as much damage on a successful one.

Green Dragon Head Legendary Actions

Dread Whispers. Tiamat chooses one creature she can see within 640 feet of her. The creature must make a Dc 36 Wisdom saving. On a failure, the creature takes 66 (12d10) psychic damage, loses all resistance to poison damage for 24 hours. Can’t take bonus or reaction actions, and its speed is halved until the of Tiamat next turn. The target takes half damage on a successful save.

Luring Glare. Tiamat chooses one creature she can see within 480 feet of her. That creature must make a DC 36 Wisdom saving throw. On a failure, the target takes 66 (12d10) psychic damage and must use its reaction to move up to 30 feet in a direction Tiamat chooses and is then stunned until the end of Tiamat’s next turn. The tratet gets half damage on a successful save.

Dominating Gaze (Recharge 5-6). Tiamat’s green head magically companies one creature it can see within 600 feet of it to look into their eyes. The creature must make a Dc 38 Wisdom saving throw. On a failure the creature is dominated as in the dominate monster spells.

Poison Breath (Recharge 5-6). Tiamat’s green head exhales poison in a 500-foot cone. Each creature in the cone must make a Dc 37 Constitution saving throw, taking 390 (60d12) poison damage and is poisoned on a failed save, or half as much damage on a successful one. In addition, the area of the attacks becomes filled with poisonous gas for 7 (2d6) rounds, unless it is dispersed by a strong wing (50+ mph). The gas obscures the area up to 30 feet high and a creature that ends or starts its turn in the area takes 49 (14d6) poison damage.

Red Dragon Head Legendary Actions

Eruption. Magma erupts from a point on the ground that Tiamat can see within 360 feet of her, creating a 150-foot high, 30 radius geyser. Each creature in the geyser’s area must make a Dc 38 Dexterity saving throw, taking 72 (16d8) fire damage and 72 (16d8) bludgeoning damage on a failed save, or half as much damage on a successful one.

Immolate Foe. Ranged Spell Attack: +28 to hit, range 960 ft., one target. Hit: 88 (16d10) fire damage and the target must make a DC 30 Constitution saving throw, losing all resistance to fire damage for 24 hours on a failure.

Volcanic Gas. The Tiamat creates a 60-foot radius sphere of volcanic gas centered on a point she can see within 480 feet of her. The sphere spreads around corners, is lightly obscured, and lasts 7 (2d6) rounds. Each creature that starts its turn in the cloud must succeed on a DC 38 Constitution saving throw or be poisoned until the start of tiamat next turn. While poisoned in this way, a creature is incapacitated.

Breath Weapon (Recharge 5-6).

  • Fire Breath. Tiamat’s red dragon head exhales fire in a 600-foot cone. Each creature in that area must make a DC 37 Dexterity saving throw, taking 1000 (48d12) fire damage plus 1000 (48d12) force damage on a failed save or half as much damage on a successful one.
  • Fire Blast. Tiamat’s red dragon head exhales fire in a 900-foot line that is 10 feet wide. The first creature in the line must make a DC 37 Dexterity saving throw, taking 800 (48d12) fire damage plus 800 (48d12) force damage on a failed save, or half as much damage on a successful one. In addition, each creature within 40 feet of the initial target must make a DC 38 Dexterity saving throw, taking 200 (8d12) fire damage plus 200 (8d12) force damage on a failed save, or half as much on a successful one.

White Dragon Head Legendary Actions

Ice Sheet. Tiamat creates an opaque wall of ice on a solid surface she can see within 240 feet of her. The wall can be up to 100 feet long, 100 feet high, and 2 feet thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall AC 10, 150 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage.

Icy Tomb. Ranged Spell Attack: +28 to hit, range 960 ft., one target. Hit: the target is encased in ice; takes 3 (10d6) cold damage and the target is restrained and loses any resistance to cold damage for 24 hours. In addition, the target takes 35 (10d6) cold damage at the start of its turn, until it takes an action to break the ice and succeeds on a DC 30 Strength check, ending the effects on itself on a success.

Winter Storm (2/Day). Tiamat casts the spell Storm of Vengeance, except: all rounds are identical to rounds 5-10 of the spell, the radius is 2 miles, and 14 (4d6) cold damage.

Breath Weapon (Recharge 5-6).

  • Cold Breath. Tiamat’s white head exhales cold in a 480-foot cone. Each creature in the cone must succeed on a DC 37 Constitution saving throw, taking 312 (48d12) cole damage on a failed save and half as much damage on a successful one.
  • Ice Shards. Tiamat’s white head exhales shards of ice in a 600-foot line that is 40 feet wide. Each creature in that area must succeed on a DC 37 Dexterity saving throw, taking 156 (24d12) cold damage and 189 (24d12) piercing damage on a failed save and half as much damage on a successful one.
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