Portfolio Senses
Tiamat knows the location, number and type of all dragons within 100 miles. In addition, she knows of any magical items within such a dragon's treasure hoard.
Tiamat, Dragon Queen
The Queen, and some say progenitor of, chromatic dragons, Tiamat is the epitome of all evil dragons. The five-headed fiend commands fealty and respect from all dragonkind and few dare oppose her. Revered by the fanatical Cult of the Dragon in Chessenta, this group strives night and day to bring her to the Material Plane. Lately, she resides in Avernus,the top layer of the Nine Hells, following a complicated history with Asmodeus, archfiend of the Hells.
Tiamat
Gargantuan fiend (lesser deity), Lawful Evil
- Armor Class 25 (divine armour)
- Hit Points 1,550 (50d20 +750)
- Speed 60 ft., fly 120 ft.
STR DEX CON INT WIS CHA 30 (+10) 10 (+0) 30 (+10) 26 (+8) 26 (+8) 28 (+9)
- Saving Throws Str +20, Dex +10, Wis +18
- Skills Arcana +18, Athletics +20, Deception + 18, Perception +27, Religion +18
- Damage Resistances bludgeoning, piercing and slashing from +1 weapons
- Damage Immunities acid, cold, fire, lightning, poison; non-magical bludgeoning, piercing and slashing
- Condition Immunities blinded, charmed, deafened, frightened, incapacitated, poisoned, stunned
- Senses darkvision 240 ft., truesight 120 ft., passive Perception 37
- Languages All, plane-wide telepathy
- Challenge 42 (460,000 XP)
Innate Spellcasting (3/Day). Tiamat can innately cast divine word (spell save DC 27) without providing components. Her spellcasting ability is Charisma.
Mythic Resistance (5/Day). If Tiamat fails a saving throw, she can choose to succeed instead. This works automatically against everything except mythic spells. Resisting an epic or legendary spell costs 2 uses.
Magic Resistance. Tiamat has advantage on saving throws against spells and magical effects.
Magic Weapons. Tiamat's weapon attacks are magical.
Multiple Heads. Each of Tiamat’s heads has 250 hit points. The remainder (300) belong to her body. If a creature inflicting damage on Tiamat wishes, it can specify a particular head to affect. Damage inflicted reduces just that head’s hit points. Once a head’s hit points reaches 0, it is knocked unconscious.
If damage isn't specified to a particular head, it reduces the body’s total hit points instead. Only four heads can be knocked unconscious. At this point, her remaining hit points reflect her final head and body as a single entity.
Reducing Tiamat's body’s hit points to 0 has no particular effect on Tiamat, but once at 0, any damage Tiamat sustains after this is shared equally from all conscious heads, unless the damage is specified.
Regeneration. At the start of each of her turns, Tiamat rolls a d20 for any unconscious heads. On a 20, the head immediately recovers 30 hit points.
Siege Monster. Tiamat’s attacks deal double damage against objects and structures.
Actions
Multiattack. Tiamat can use her Terrifying Presence.
She then makes three attacks: two with her claws and one with her tail.
Claw. Melee Weapon Attack: +20 to hit, reach 15 ft. Hit: 24 (4d6 +10) slashing damage.
Tail. Melee Weapon Attack: +20 to hit, reach 25 ft., up to five targets. Hit: 28 (4d8 +10) bludgeoning damage.
Terrifying Presence. Each creature of Tiamat’s choice within 240 feet of her must succeed on a DC 27 Wisdom saving throw or become frightened. The frightened creature spends its action taking the dash action to flee directly away from Tiamat. A creature can repeat the save at the end of each of its turns, ending the effect on a success. Once a creature succeeds, the creature is immune to Tiamat’s Terrifying Presence for the next 24 hours. Terrifying Presence ignores immunity to being frightened.
Legendary Actions
Tiamat can take 5 legendary actions. Only one legendary action 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. Once one of her heads has used a legendary action, she can’t choose another one associated with that head until the start of her next turn. Each head can only concentrate on one spell at a time.
Bite. Melee Weapon Attack: +20 to hit, reach 15 ft. Hit: 4d10 +10 slashing damage plus 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).
Breath Weapons. Each creature caught in one of Tiamat's breath weapons must make a saving throw. Saves against Tiamat's black, blue and red heads' breath weapons is Dexterity, and for her green and white heads, it's Constitution. In all cases, the DC is 26. On success, damage is halved.
Black Dragon Head: Acid Breath or Spell (Costs 2 Actions). Tiamat breathes acid in a 120-foot line that is 10 feet wide. Each creature in that line takes 99 (18d10) acid damage. Alternatively, Tiamat’s black head casts flesh to stone on a single creature.
Blue Dragon Head: Lightning Breath or Spell (Costs 2 Actions). Tiamat breathes lightning in a 120-foot line that is 10 feet wide. Each creature in that line takes 123 (19d12) lightning damage. Alternatively, Tiamat’s blue head casts power word stun.
Green Dragon Head: Poison Breath or Spell (Costs 2 Actions). Tiamat breathes poisonous gas in a 90-foot cone. Each creature in that area takes 117 (26d8) poison damage. Alternatively, Tiamat’s green head casts dominate person on a single creature.
Red Dragon Head: Fire Breath or Spell (Costs 2 Actions). Tiamat breathes fire in a 90-foot cone. Each creature in that area takes 139 (31d8) fire damage. Alternatively, Tiamat’s red head casts infernal calling. The devil is subservient to Tiamat.
White Dragon Head: Cold Breath or Spell (Costs 2 Actions). Tiamat breathes an icy blast in a 90-foot cone. Each creature in that area takes 104 (19d10) cold damage. Alternatively, Tiamat’s white head casts ravage enemy on a single creature.