Tiamat, Transcendent Queen of Chromatic Dragons

Gargantuan fiend, chaotic evil


  • Armor Class 25
  • Hit Points 2476 (72d20 + 1720)
  • Speed 60 ft., climb 60 ft., fly 120 ft., swim 60 ft., burrow 60 ft.

STR DEX CON INT WIS CHA
30 (+10) 12 (+1) 30 (+10) 26 (+8) 26 (+8) 30 (+10)

  • Saving Throws Str +19, Dex +9, Con +19, Wis +17, Cha +19
  • Skills Arcana +17, Deception +19, Insight +17, Perception +26, Persuasion +19, Religion +17, Stealth +10
  • Damage Immunities acid, cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Resistances radiant; bludgeoning, piercing, and slashing from magical attacks.
  • Condition Immunities blinded, charmed, deafened, exhausted, frightened, poisoned, stunned
  • Senses blindsight 120 ft., darkvision 240 ft., truesight 300 ft., passive Perception 36
  • Languages Common, Draconic, Infernal, Telepathy 300 ft.
  • Challenge 30 (155,000 XP)
  • Proficiency Bonus +9

Colossal. Tiamat is immune to forced movement and does not provoke opportunity attacks.

In addition, whenever Tiamat makes a melee attack, regardless of whether the attack hits or misses, each creature within 20 feet of the attack's target other than the target or Tiamat herself must succeed on a DC 27 Dexterity saving throw or takes half the attack's damage.

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.

Godlike Nature. Tiamat does not require food, drink, or sleep. She is unaffected by antimagic fields and other abilities or effects that cannot affect deities.

Immutable Form. Tiamat is immune to any spell or effect that would alter her form, except for her own Change Shape action.

Innate Spellcasting. Tiamat is a 20th level spellcaster. Her spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). She can cast the following spells, requiring no material components.

  • Cantrips (at will): all
  • 1st level (at will): bane, chromatic orb, command, detect magic, identify, inflict wounds, shield
  • 2nd level (at will): blindness/deafness, dragon's breath, knock, misty step, ray of enfeeblement, suggestion
  • 3rd level (at will): bestow curse, dispel magic, incite greed, remove curse, spirit guardians, vampiric touch
  • 4th level (4 slots): banishment, blight, death ward, elemental bane, Leomund's secret chest
  • 5th level (3 slots): antilife shell, circle of power, contagion, legend lore, scrying
  • 6th level (3 slots): circle of death, disintegrate, mass suggestion, scatter
  • 7th level (3 slots): divine word, finger of death, plane shift (self only), prismatic spray
  • 8th level (2 slots): earthquake, feeblemind, illusory dragon
  • 9th level (2 slots): gate, power word kill, wish

Additionally, when Tiamat uses her Multiattack, she can substitute one of her claw, bite, or tail attacks with a spell of 3rd level or lower.

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, and magical effects of 3rd level or lower. She has advantage on saving throws against all other spells and magical effects.

Magic Attacks. Tiamat's attacks are considered magical for the purposes of overcoming resistance and immunities.

Multiple Heads. Tiamat has five heads, each resemblming one of the chromatic Greatwyrms. These heads have the following properties:

  • Tiamat has as many reactions each round as she has heads.
  • Each head can concentrate on a separate spell. Tiamat must roll concentration checks for each spell when she takes damage.
  • Tiamat has advantage on saving throws against being incapacitated and against being knocked unconscoius.
  • If a character deals 200 or more damage to Tiamat in a single turn or a character wielding a vorpal sword rolls a natural 20 for an attack against Tiamat, one of Tiamat's heads is destroyed. The head regrows at the start of Tiamat's turn, 1d3 rounds from now.

Regeneration. Tiamat regains 60 hit points at the start of her turn. If Tiamat takes over 50 points of radiant damage in one attack OR takes any form of damage from a chromatic dragon, this trait does not function at the start of her next subsequent turn. Tiamat only dies if she starts her turn with 0 hit points and does not regenerate.

Superior Siege Monster. Tiamat does quadruple damage to structures.

Treasure Sense. Tiamat knows the location of all magic items and of accumulations of mundane treasure within 5 miles of her.



Actions

Multiattack. Tiamat can use her World-Ending Presence, and if she was flying at the start of her turn,she can use her Crushing Landing. She then makes two attacks with her claws, one with each of her tails (only one may by a Tail Stinger attack), and one bite attack with each head. She cannot bite the same target more than once.

Tiamat may choose to forgo one bite attack to use that head's breath weapon.

Bite (Red). Melee Weapon Attack: +19 to hit, reach 35 ft., one target. Hit: 23 (2d12 + 10) piercing damage plus 42 (12d6) fire damage and Tiamat can grapple the target as part of that attack.

Bite (Blue). Melee Weapon Attack: +19 to hit, reach 35 ft., one target. Hit: 23 (2d12 + 10) piercing damage plus 16 (3d10) lightning damage and Tiamat can grapple the target as part of that attack. Tiamat has advantage on the attack roll if she targets a creature wearing armor made of metal with this attack.

Bite (Green). Melee Weapon Attack: +19 to hit, reach 35 ft., one target. Hit: 23 (2d12 + 10) piercing damage plus 21 (6d6) poison damage and Tiamat can grapple the target as part of that attack. The target must succeed on a DC 27 Constitution saving throw or be poisoned until the end of its next turn and Tiamat can grapple the target as part of that attack.

Bite (Black). Melee Weapon Attack: +19 to hit, reach 35 ft., one target. Hit: 23 (2d12 + 10) piercing damage plus 14 (3d8) acid damage and Tiamat can grapple the target as part of that attack. If the target wears nonmagical armor or wields a nonmagical shield, the armor or shield corrodes and is destroyed. If the target wears magical armor or wields a magical shield, it erodes after 3 different attacks from Tiamat's acid.

Bite (White). Melee Weapon Attack: +19 to hit, reach 35 ft., one target. Hit: 23 (2d12 + 10) piercing damage plus 14 (3d8) cold damage and Tiamat can grapple the target as part of that attack. The target must succeed on a DC 27 Constitution saving throw or be encased in ice until the end of its next turn or until someone uses an action to break the ice off it. While the target is encased in ice, it has its movement speed reduced to 0 until the end of its next turn.

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

Tail Slam. Melee Weapon Attack: +19 to hit, reach 50 ft., one target. Hit: 46 (6d8+10) bludgeoning damage, and both the target and all creatures within 20 ft. of the target must make a DC 27 Dexterity saving throw or they will take 18 (2d6 + 10) thunder damage and are knocked prone by the shockwave.

Tail Stinger. Melee Weapon Attack: +19 to hit, reach 50 ft., one target. Hit: 36 (4d12+10) piercing damage plus 42 (12d6) poison damage, and the target must make a DC 27 Constitution saving throw or be poisoned until the end of its next turn. While poisoned in this way, a creature is under the effect of a slow spell.

Tail Sweep. Tiamat sweeps her tail around, forcing all targets in a 50-foot cone to make a Dexterity saving throw (DC 26). On a fail, targets take 26 (4d6 + 10) bludgeoning damage and are thrown 30 feet, falling prone where they land.

World-Ending Presence. Each creature of Tiamat's choice that is within 300 feet of Tiamat and aware of her must succeed on a DC 27 Wisdom saving throw or drop whatever it was holding and become terrified for 1 minute. A terrified creature must use the dash action on each of its turns, moving as far away from Tiamat as it can, using the safest possible route. If a creature ends its turn in a location where it does not have line of sight to Tiamat, it can repeat the saving throw, ending the effect on isteslf on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Tiamat's World-Ending Presence for the next 24 hours.

Crushing Landing. If Tiamat is flying, she can attempt to land forcefully in a space of her choice, even if that space is occupied by other creatures. When she does so, her movement speed is reduced to 0 until the end of this turn, and each creature in Tiamat's space or within 60 feet of her, other than Tiamat herself, must make a DC 27 Dexterity saving throw or take 39 (6d12) bludgeoning damage and be knocked prone.

Breath of Doom (1/Day). Tiamat can only use this breath weapon when she has all five heads, is not grappling anyone with her bite attacks, and has not used a breath weapon since the end of her last turn.

Tiamat rears all of her heads back and unleashes a wave of necrotic energy in a 500-foot cone. The energy fills the space and goes around corners. Each creature in that area must makea DC 27 Constitution saving throw, taking 180 (40d8) necrotic damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 HP by this breath weapon instantly dies, and their body turns to dust.

In addition, from the breath's energy, five draconic spirits manifest, one of each color, in random locations within the area affected by the breath. These spirits take the forms of young dragons of the respective color, and are under Tiamat's control. They roll a collective initiative roll. If they aren't killed, the spirits disappear after one hour.

Once she has used this breath weapon, she can't use any other breath weapon until the end of her next turn.

Change Shape. Tiamat magically polymorphs into her alternate form, which is that of the Dark Lady - a black-haired and black-eyed female human sorcerer wearing dark robes, or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (Tiamat's choice).

In her alternate form, Tiamat retains her alignment, hit points, hit dice, ability to speak, proficiencies, legendary resistance, lair actions, limited magic immunity, spellcasting, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of her alternate form, except any class features or legendary actions of that form.



Bonus Actions

Quicken Spell (5/Day). Tiamat casts one of her spells of 6th level or lower with a casting time of 1 action.

Reactions

Divine Denial. When a creature within 300 feet of Tiamat that she can see casts a spell or targets Tiamat with a spell, she can use a reaction to force it to make a DC 27 Wisdom saving throw. On a failure, the spell fails. Creatures immune to the charmed condition have advantage on this saving throw. Clerics of good-aligned deities can use their Divine Intervention to prevent Tiamat from using this feature for 24 hours.

Queen of Chromatic Dragons. When a creature within 300 feet of Tiamat that she can see targets Tiamat with an attack, she can instruct a nearby chromatic dragon within 300 feet of her that can see and hear her to intercede on her behalf. That dragon may use its reaction to move up to its speed. If it can reach the creature targeting Tiamat, it can impose disadvantage on the attack and make a bite attack against the creature. If it cannot, and the creature is using a ranged attack, the dragon flies into the path of the projectile and takes the damage of the attack pinstead.

Legendary Actions

Tiamat can take 5 legendary actions, choosing from the options below. 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 its turn.

Some of Tiamat's legendary action options are associated with her five dragon heads (a bite and a breath weapon for each). Once Tiamat chooses a legendary action option for one of her heads, she can't choose another one associated with that head until the start of her next turn.

Bite. Melee Weapon Attack: +19 to hit, reach 20ft., one target. Hit 32 (4d10 +10) slashing damage plus 14 (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 Weapon (Costs 2 Actions). Tiamat uses one of her breath weapons. She can only breath with a head that did not make a bite attack or breath attack since the start of her last turn and is not currently grappling a target.

  • Acid Breath (Black Head): Tiamat breathes acid in a 500-foot line that is 20 feet wide. Each creature in that line must make a DC 25 Dexterity saving throw, taking 81 (18d8) acid damage on a failed save, or half as much damage on a successful one. A creature who fails the saving throw has disadvantage on attack rolls, ability checks, and saving throws until the end of its next turn. Additionally, ff the target wears nonmagical armor or wields a nonmagical shield, the armor or shield corrodes and is destroyed. If the target wears magical armor or wields a nonmagical shield, it erodes after 3 different attacks from Tiamat's acid.
  • Cold Breath (White Head): Tiamat breathes an icy blast in a 300-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 90 (20d8) cold damage on a failed save, or half as much damage on a successful one. In addition, on a failed saving throw, a creature is encased in ice until the end of its next turn or until someone uses an action to break the ice off it. While encased in ice, a creature's movement speed is 0.

  • Fire Breath (Red Head): Tiamat breathes fire in a 300-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 119 (34d6) fire damage on a failed save, or half as much damage on a successful one. In addition, on a failed saving throw, a creature gains a level of exhaustion due to the intense heat.

  • Lightning Breath (Blue Head). Tiamat breathes lightning in a 500-foot line that is 20 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 110 (20d10) lightning damage on a failed save, or half as much damage on a successful one. In addition, on a failed saving throw, a creature is paralyzed until the end of its next turn.

  • Poison Breath. Tiamat breathes poisonous gas in a 300-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 98 (28d6) poison damage on a failed save, or half as much damage on a successful one. In addition, a creature is poisoned until the end of its next turn on a failed save.

Cast a Spell (Costs 2 Actions). Tiamat casts one of her spells of 6th level or lower.

Detect. Tiamat makes a Wisdom (Perception) check.

Swallow (Costs 2 Actions). Tiamat makes a bite attack against a creature grappled in one of her mouths. If the attack hits, the creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6) damage of the swallowing head's type at the start of each of the Tiamat's turns. If Tiamat takes 60 damage or more on a single turn from a creature inside it, she must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all creatures swallowed by that head, which fall prone in a space within 10 feet of Tiamat. If Tiamat dies, a swallowed creature is no longer restrained by her and can escape from the corpse by using 30 feet of movement, exiting prone.

Queen's Command (Costs 2 Actions). Tiamat commands up to five chromatic dragons she can see within 300 feet of her to attack. Each dragon can use its reaction to move up to its speed without provoking opportunity attacks and make one attack with its bite or claws.



Lair Actions

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

Chromatic Surge. Tiamat chooses one of the following effects, each one corresponding to one of her heads. If she has lost a head, she can't use that head's effect:

  • Heat Wave (Red): Tiamat emits scorching heat. All creatures within 300 feet of Tiamat must make a DC 21 Constitution saving throw. If they are in direct contact with an object made of metal, they have disadvantage on this save. On a failed save, a creature takes 42 (12d6) fire damage and gains a level of exhaustion. On a success, a creature takes half as much damage without any other effect.

  • Wind Burst (Blue): Tiamat creates a burst of strong wind within 60 feet of her. Each creature within that area must make a DC 21 Strength saving throw. On a failure, it takes 33 (6d10) bludgeoning damage and is hurled up to 3d6 x 10 feet away from Tiamat, landing prone.

  • Poison Mist (Green): Tiamat emits stinking, poisonous fumes within a 120-foot radius centered on itself. The area becomes heavily obscured until initiative count 20 of the next round and each creature within the area must make a DC 21 Constitution saving throw. On a failure, it takes 21 (6d6) poison damage, is poisoned until the end of its next turn and spends its action retching and reeling. On a success, a creature takes half as much damage without any additional effect.

  • Acid Rain (Black): Tiamat causes acid to rain onto all creatures within 300 feet of her. Each creature within that area must succeed on a DC 21 Dexterity saving throw, taking 27 (6d8) acid damage or half as much on a success. Due to the many puddles of acid on the ground, the ground in this area counts as difficult terrain until initiative count 20 on the next turn. A creature takes 5 (1d8) acid damage for every 5 feet it travels.

  • Blizzard (White): Tiamat creates a blizzard around herself. Each creature within that area must succeed on a DC 21 Constitution saving throw, taking 27 (6d8) cold damage plus 14 (3d8) bludgeoning damage or half as much on a success. In addition, on a failed saving throw, a creature is knocked prone.

Hoard of the Dragon Queen. Each creature of Tiamat's choice who can see at least one piece of her treasure hoard must succeed on a DC 21 Wisdom saving throw or be charmed and under the effect of an incite greed spell, luring it to the item closest to it until the end of its next turn.

Power to the Dragons. All chromatic dragons of Tiamat's choice she can see within 300 feet of her recharge their breath weapons, and may expend 2 legendary actions before the next round to use them.