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Tiamat 2.0

My next campaign will be based around the 4th Edition Adventure Path Scales of War.  Some of the monsters caught my eye and decided to convert ahead of time.  Here is a Tiamat that can moosh 4 to 6 level 20 characters decked out with boons and artifacts.  

TIAMAT

Gargantuan fiend (mythic), lawful evil
 

Armor Class 25 (natural armor)
Hit Points 900 (30d20 + 300)
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 Strength +19, Dexterity+9, Wisdom +17
Skills Arcana +17, Perception +26, Religion +17
Damage Immunities acid, cold, fire, lightning, poison; bludgeoning, piercing, and sashing from nonmagical weapons
Condition Immunities blinded, charmed, deafened, frightened, poisoned, stunned
Senses darkvision 240 ft., truesight 120 ft., passive Perception 36
Languages Common, Draconic, Infernal
Challenge 30 (155,000 XP)

Discorporation. When Tiamat drops to 0 hit points or dies, her body is destroyed but her essence travels back to her domain in the Nine Hells, and she is unable to take physical form for a time.*

Elemental Fury. Whenever Tiamat has less than 450 hit points she does an additional two dice of damage on all her elemental attacks, gains an extra legendary action but loses her regeneration trait.

Innate Spellcasting (3/Day). Tiamat can innately cast divine word (spell save DC 26). Her spellcasting ability is Charisma.

Legendary Resistance (5/Day). If Tiamat fails a saving throw, she can choose to succeed instead.

Limited Magic Immunity. Unless she wishes to be affected, Tiamat is immune to spells of 6th level or lower. She has advantage on saving throws against all other spells and magical effects.

Magic Weapons. Tiamat’s weapon attacks are magical.

Multiple Heads. Tiamat can take one reaction per turn, rather than only one per round. She also has advantage on saving throws against being knocked unconscious. If she fails a saving throw against an effect that would stun a creature, one of her unspent legendary actions is spent. Tiamat does not roll initiative. Her heads have set initiative
counts of 25, 20, 15, 10, and 5 (Tiamat chooses the order each round). She cannot delay or ready actions. Each head can activate once per round on its initiative count to take an
action. Tiamat’s legendary actions are shared between all heads and do not refresh at each initiative count.

Regeneration. Tiamat regains 30 hit points at the start of her turn.

Tiamat’s Glory.  All creatures that start their turn within 50 feet of Tiamat take 5 acid, cold, fire, lightning, and poison damage.

*Tiamat will not discorporate in this battle. This is a fight to the death.

ACTIONS

Multiattack. Tiamat can use her Frightful Majesty.  She then chooses one option from her list of actions.  Some actions are only available depending on which head is active at the time.

Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target.
Hit: 24 (4d6 + 10) slashing damage.

Tail Sting. Melee Weapon Attack: +19 to hit, reach 25 ft., one target.
Hit: 28 (4d8 + 10) piercing damage. If this attack hits, the creature must make a DC 22 Wisdom saving throw or become dominated (as the spell).

Chromatic Breath (Recharge 6). Tiamat’s heads combine their breath weapons to obliterate a target breathing a 90-foot cone of acid, cold, fire, lightning, and poison. Each creature in that cone must make a DC 27 Dexterity saving throw, taking 45 (10d8) acid, cold, fire, lightning, and poison damage on a failed save, or half as much damage on a successful one.  Even on a successful save creatures hit by this attack take double damage from Tiamat’s Glory until the end of the next round.

Frightful Majesty. Each creature of Tiamat’s choice that is within 240 feet of Tiamat and aware of her must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute.  While frightened the creature is stunned. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Tiamat’s Frightful Presence for the next 24 hours but still has a –2 penalty to attack rolls until the end of the next round.

Black Dragon.  The black dragon head may use one of the following actions on its turn. These options are in addition to Tiamat’s standard list of actions.  She may not use her corrosion the same round that she used chromatic breath.

  • Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target.
    Hit: 32 (4d10 + 10) slashing damage plus 14 (4d6) acid damage.
  • Corrosion. Tiamat breathes acid in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one. In addition, if the target took any damage from this breath weapon armour worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.  This effects both magical and nonmagical armour.  Only artifacts are immune to this effect.
  • Vitriolic Spray. Tiamat’s black dragon head spits a ball of acid at a target within a 120-feet of her.  The target and each adjacent creature (within 5 feet) must make a DC 27 Dexterity saving throw, taking 19 (2d8 + 10) acid damage and is blinded for 1 minute on a failed save, or takes half as much damage and not blinded on a successful one.  The blinded creature may spend an action to remove the stinging goop from its eyes.

Blue Dragon.  The blue dragon head may use one of the following actions on its turn. These options are in addition to Tiamat’s standard list of actions.  She may not use her discharge the same round that she used chromatic breath.

  • Gore. Melee Weapon Attack: +19 to hit, reach 20 ft., one target.
    Hit: 32 (4d10 + 10) piercing damage plus 14 (4d6) lightning damage.  The target is pushed back 15 feet and knocked prone.  Tiamat determines the exact direction of this movement.
  • Discharge. Tiamat expels lightning from her body in all directions in a 60-foot sphere. Each creature in that sphere must make a DC 27 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.  Any target that failed its saving throw has one of its energy immunities or resistances reduced by 1 step – immunity becoming resistance, resistance is cancelled.  Any creature that has neither immunity or resistance becomes vulnerable to an energy type of Tiamat’s choice – acid, cold, fire, lightning, or poison damage.  This effect lasts for 1 minute and the target may make a DC 27 Constitution saving throw to end the effect at the start of its turn.

Green Dragon.  The green dragon head may use one of the following actions on its turn. These options are in addition to Tiamat’s standard list of actions.  She may not use cloying malignancy in the same round that she used chromatic breath.

  • Dominating Gaze. Tiamat uses dominate monster on the target with a Wisdom DC of 25.
  • Cloying Malignancy. Tiamat breathes poisonous gas in a 90-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.  A target that is damaged by this attack is slowed (as the spell) for 1 minute.  A creature may end this effect on itself by making a DC 25 Wisdom saving throw at the start of its turn.

Red Dragon.  The red dragon head may use one of the following actions on its turn. These options are in addition to Tiamat’s standard list of actions.  She may not use flamethrower the same round that she used chromatic breath.

  • Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target.
    Hit: 32 (4d10 + 10) slashing damage plus 14 (4d6) fire damage.  The target also loses 1d6 HD.
  • Flamethrower. Tiamat breathes fire in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

White Dragon.  The white dragon head may use one of the following actions on its turn. These options are in addition to Tiamat’s standard list of actions.  She may not use her breath weapon the same round that she used chromatic breath.

  • Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target.
    Hit: 32 (4d10 + 10) slashing damage plus 14 (4d6) cold damage.
  • Subzero. Tiamat breathes an icy blast in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.  A target that is damaged by this attack has disadvantage on attack rolls until the end of the next round.

REACTIONS

Bloodied Breath. When first reduced to half her hit points Tiamat’s chromatic breath recharges, and she uses it immediately as a reaction.

LEGENDARY ACTIONS

Tiamat has 1 legendary action for each enemy she faces in combat (minimum of 5), 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.

  • Detect. Tiamat makes a Wisdom (Perception) check.
  • Tail Sting.  Tiamat makes a tail sting attack.
  • Wing Attack (Costs 2 Actions)Tiamat beats her wings. Each creature within 25 feet of her must succeed on a DC 27 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. Tiamat can then fly up to half her flying speed.

LAIR ACTIONS

On initiative count 20 (losing initiative ties), Tiamat takes a random lair action to cause one of the following effects:

  1. Magma erupts from a point on the ground Tiamat can see within 120 feet of her, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
  2. A tremor shakes the lair in a 60-foot radius around Tiamat. Each creature other than her on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
  3. Volcanic gases form a cloud in a 20-foot-radius sphere centred on a point Tiamat can see within 120 feet of her. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.
  4. Freezing fog fills a 20-foot-radius sphere centred on a point Tiamat can see within 120 feet of her. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until Tiamat uses this lair action again or until she dies.
  5. Jagged ice shards fall from the ceiling, striking up to three creatures underneath that Tiamat can see within 120 feet of her. Tiamat makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.
  6. Tiamat creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot 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 has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies.
  7. A cloud of swarming insects fills a 20-foot-radius sphere centred on a point Tiamat chooses within 120 feet of it. The cloud spreads around corners and remains until the Tiamat dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage.
  8. Magical darkness spreads from a point Tiamat chooses within 60 feet of her, filling a 15-foot-radius sphere until Tiamat dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
  9. A cloud of sand swirls about in a 20-foot-radius sphere centred on a point Tiamat can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  10. Lightning arcs, forming a 5-foot-wide line between two of the lair’s solid surfaces that Tiamat can see. They must be within 120 feet of Tiamat and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage.
  11. Grasping roots and vines erupt in a 20-foot radius centred on a point on the ground that Tiamat can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when Tiamat uses this lair action again or when Tiamat dies.
  12. Magical fog billows around one creature Tiamat can see within 120 feet of her. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by Tiamat until initiative count 20 on the next round.
Capture
Orginal 4e version

 

Posted in Dungeons & Dragons

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