FTD 166/Homebrew
Spellcasting. Tiamat's spellcasting ability is Charisma (save DC 24). She can innately cast the following spells, requiring no material components:
Hear Name. Tiamat hears her name when spoken, regardless of distance or planar boundaries. If a creature speaks the name "Tiamat" (hereafter "the caller") twice within a minute, Tiamat learns the caller's name and general location. If the caller speaks the name thrice within 1 minute, Tiamat learns the caller's name and precise location. Tiamat can perceive through the caller's senses for up to the next 666 rounds (1 hour and 6 minutes) while remaining aware of her surroundings. The connection ends early if voluntarily closed by Tiamat, requiring no action. Once per long rest, Tiamat can choose to trigger one of the following effects while sharing the caller's senses:
1. Tiamat cause a magic item from her hoard to appear in an unoccupied space within 5 feet of the caller. If the caller is a player character, the item must be of an item tier available to the caller. This item cannot be sold or traded and the item always carries a drawback even if a normal version of that item would not. The drawback may be a curse, minor detrimental property (DMG'14 p.219), or major detrimental property (DMG'14 p. 219) up to the DM's discretion. The item remains in the caller's possession for 1d6+1 days, but the drawback permanently affects the caller until dispelled. When the item appears, the caller must make a DC 24 Dexterity saving throw. The caller takes 8d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
2. The nearest chromatic dragon to the caller's location must succeed on a DC 24 Wisdom save or be placed under the effects of Geas (9th level). The service Tiamat demands is always to locate the caller as quickly as possible and kill it.
Chromatic Wrath (Recharges after a Short or Long Rest). If Tiamat would be reduced to 0 hit points, her current hit point total instead resets to 500 hit points, she recharges her Chromatic Flames, and she regains any expended uses of Legendary Resistance. Additionally, Tiamat can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 120000 XP (240000 XP total) for defeating Tiamat after her Chromatic Wrath activates.
Draconic Dominion. The first time a creature with draconic heritage and a CR of 20 or less attempts to attack Tiamat on its turn, it must roll Wisdom saving throw (DC 24). On a failure, the creature must redirect the attack or lose it, and the creature cannot target Tiamat with an attack for the remainder of the round. Once a creature succeeds at this save, it is immune to this effect for 24 hours.
Legendary Resistance (4/Day). If Tiamat fails a saving throw, she can choose to succeed instead.
Magic Resistance. Tiamat has advantage on saving throws against spells and other magical effects.
Magic Weapons. Tiamat's weapon attacks are magical.
Multiple Heads. Tiamat can take as many reactions as she has heads but no more than one reaction per turn. 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.
Primordial Winds. Tiamat can hover. Her movement speed is never affected by difficult terrain. She cannot be restrained by nonmagical effects or terrain.
Regeneration. Tiamat regains 25 hit points at the start of her turn. If she takes radiant damage, she regains only 5 hit points at the start of her next turn. Tiamat dies only if it takes 15 or more radiant damage while she has 0 hit points.
Multiattack. Tiamat uses her Frightful Presence, and then can make as many bite attacks as she has heads.
Bite. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 21 (2d10 + 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).
Tail. Melee Weapon Attack: +18 to hit, reach 25 ft., one target. Hit: 26 (4d8 + 10) piercing damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.
Chromatic Flames (Recharge 5–6). Tiamat exhales multicolored flames in a 300-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw. On a failed save, the creature takes 71 (11d12) 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.
Frightful Presence. Each creature of Tiamat's choice that is within 120 feet of Tiamat and aware of her must succeed on a DC 24 Wisdom saving throw or become frightened 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. 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.
Storm Step. Immediately after taking damage, the air around Tiamat ripples with extreme force, and then she magically teleports up to 30 feet to an unoccupied space she can see. Each creature within 10 feet of the space Tiamat left must make a DC 24 Constitution saving throw, taking 13 (3d8) force damage on a failed save, or half as much damage on a successful one.
Legendary Action Uses: 3. Immediately after another creature's turn, Tiamat can expend a use to take one of the following actions. Tiamat regains all expended uses at the start of each of her turns.
Acrophobia. Tiamat targets one creature she can see within 120 feet of her. That creature must make a DC 24 Wisdom saving throw or become frightened of heights until the end of its next turn. While frightened of heights in this way, the creature has disadvantage on ability checks and attack rolls when it can see that the ground is more than 15 feet below the space it occupies.
Fly. Tiamat flies up to half her flying speed without provoking opportunity attacks.
Devouring Maw (Costs 2 Actions). Tiamat makes one Bite attack.
Reclaim Draconic Potential (Costs 3 Actions). The Tiamat consumes a dragon of size category Huge or smaller within 10 feet of her, gaining temporary hp equal to 10 times the CR of the dragon devoured.
If Tiamat's Chromatic Wrath trait has activated in the last hour, she can use the options below as legendary actions.
Terrorize (Costs 2 Actions). Tiamat targets a creature within 10 feet of her that she can see. The creature must succeed on a DC 24 Charisma saving throw or take 33 (6d10) psychic damage and be banished to a random splinter of the Dark Dimension. Roll a 1d10 to determine which one. At the start of Tiamat's next turn, the creature reappears in an unoccupied space within 10 feet of Tiamat.
Chromatic Burst (Costs 3 Actions). Tiamat flares with elemental energy. Each creature of Tiamat's choice in a 60-foot-radius sphere centered on her must make a DC 26 Dexterity saving throw. On a failed save, the creature takes 39 (6d12) damage of a type chosen by Tiamat: acid, cold, fire, lightning, or poison. On a successful save, the creature takes half as much damage.
Tiamat's Lair Actions are replaced by Villain Actions. Time-based Villain Actions take effect on initiative count 20 (losing initiative ties), but others take effect when their triggering condition is satisfied. These actions apply only when Tiamat is in her lair, the Pentagon.
Round 1: Blessing of Air. Every Creature creature within 120 feet of Tiamat magically gains a flying speed of 60 feet. This fly speed lasts until a creature leaves Aethodia or until dispelled, whichever happens first. When Blessing of Air ends, the target falls if it is still aloft, unless it can stop the fall.
Round 3, or when Tiamat's Chromatic Wrath triggers: Endless Sky. Tiamat causes any solid land around her to destabilize. Each solid surface of Tiamat's choice in a 120-foot radius of her fractures into pieces. Each segment of land is no more than 5 feet in any dimension and occupies a random location within 10 feet of its parent landmass's location. Creatures standing on a segment of earth when Tiamat fractures it must make a DC 26 Dexterity saving throw or fall as it loses its footing.
When Tiamat has less than 150 HP remaining and her Chromatic Wrath wrath trait has already triggered (if Mythic encounter): Remember the Weight of the Sky. Each creature of Tiamat's choice within 120 feet of her that she can see makes a skill check contested by Tiamat's Charisma check. The skill chosen by Tiamat's targets is up to the DM's discretion, but should be any that could reasonably be used to combat a physical or mental pressure. If Tiamat wins a skill contest, the flying speed conferred by her Blessings of Air Villain Action ends for that creature. The target falls if it is aloft when Blessing of Air ends, unless it can stop the fall.
The region containing Tiamat's lair is warped by her magic, creating one or more of the following effects. These effects fade within 1d10 days if Tiamat dies:
Borne Aloft. Creatures with a fly speed feel empowered; their fly speed increases by 10 feet.
Compulsory Offering. The first time a sapient creature comes within 6 miles of Tiamat, the creature must succeed on a DC 24 Wisdom saving throw or feel an overwhelming compulsion to leave an offering worth at least 5 gp for Tiamat in a hidden location. Dragons within 6 miles of Tiamat or her lair immediately sense the location of this gift. A creature can be affected only once by this compulsion.
Draconic Zephyrs. Clouds within six miles of Tiamat's lair frequently take on twisting, draconic shapes.