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BE'l*l'ER GRE� s

I personally found the greatwyrms in Fizban's to be... TIAMAT


disappointing. They committed the horrible crime of using
the same stat block to represent all greatwyrms of the same The evil queen of dragons is a fearsome god of greed, envy,
type, and then they made that stat block a boring slugfest, and hoarded wealth. While chromatic dragons are her
too! foremost worshipers, Tiamat accepts the worship of any who
So, I set out to create interesting and unique stat blocks for crave wealth. All chromatic dragons have a fearful reverence
the five chromatic greatwyrms, plus an extra one for Tiamat. for their tyrannical queen, but many dragons of near-deific
Starting from scratch, I built each of these stat blocks to be power and ambition chafe under her rule.
truly fearsome opponents that are interesting to run even Tiamat remains imprisoned in Avernus, the frrst of the
without Spellcasting. Nine Hells, influencing the souls of chromatic dragons across
For further customization options for your dragons, see the planes and seeking the means to free herself
·-
Fizban's Treasury of Dragons or my Monster GuideJDes. For The stat block presented represents Tiamat in her full
more of my homebrew in general, see here. form. To represent her aspect, remove one of her mythic
Art Credits: Fizban's Treasury ofDragons (Wizards of the traits.
Coast} See the Fan Content Policy for more information. Only by meeting specific conditions can the characters
hope to bypass her Discorporation trait and truly kill Tiamat.
The following are sample quests.
TARGETING OBJECTS Appeal toAvarice. An ancient treasure was lost in the
When a feature here says that it targets an object, Astral Sea while being transported in a githyaoki ship. If the
it really means an object that isn't being worn or PCs can locate this cache of immaculate gems and rare
carried. I just couldn't be bothered to write that metals, they can use Tiamat's greed to draw her out of her
every single time. domain. They must trick her into entering a domain under
the control of Bahamut, where she can be slain, or at least
her discorporated essence can be trapped
Draconic Weapons. The PCs must kill five greatwyrms,
CHROMATIC GREATWYRMS
each of a different chromatic variety, then craft magic items
By absorbing the energies of a powerful primordial object or from their bones or scales. Only if they are wearing or using
creature, chromatic dragons can ascend into greatwyrms. these items can they destroy Tiamat. At least one of the
Chromatic greatwyrms wield unfathomable elemental magic greatwyrms killed for this purpose must be a past or present
that places them just short of a deity's aspect in destructive consort of Tiamat.
might. Gather Tiam,at's Eggs. One hoary old tome printed on
As it comes with immortality and almost completely basalt pages and bound in purple dragon scales describes a
unrivaled power, greatwyrm status is vied for by all chromatic ritual called Fashioning Tiamat's True Death. This ritual's
dragons with the means to achieve it. An adult or ancient intricate recipe includes procuring at least one of Tiamat's
dragon might spend an entire campaign gathering the eggs, in which a newly forged weapon must be quenched
artifacts and creatures needed to complete the ascension Multiple weapons require multiple eggs. If the weapon is
ritual used against Tiamat and draws blood at least once, the god's
UnusualNature. The greatwyrm doesn't require food, essence is destroyed, not discorporated
drink, or air.

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This is unofficial Fan Content permitted under the Fan Content Policy. Nol approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the CoasL ©Wizards of the Coast LLC.
WHITE GREATWYRM Frightful Presence. Each creature of the greatwyrm's
choice that is• within 7 mile of the dragon and aware of
Gargantuan dragon (chromatic), chaotic evil
it must succeed on a DC 7 9 Wisdom saving throw or
become frightened for 7 minute. A creature can repeat
ArmorClass 22(natural armor) the saving throw at the end of each of its turns, ending
HitPoints487 (25d20+ 225) the effect on itself on a success. If a creature's saving
Speed 60 ft., burrow 60 ft., fly 120 ft., swim 60 ft. throw is successful or the effect ends for it, the
creature is immune to the greatwyrm's Frightful
Presence for the next 24 hours.
STR DEX CON INT WIS CHA
Frost Breath (Recharge 5-6). The greatwyrm exhales an
30(+10) 12(+l) 28(+9) 18(+4) 22(+6) 17(+3)
icy blast in a 300-foot cone. Each creature and object
in that area takes 88 (7 6d10) cold damage(DC 25
Saving Throws Dex +9, Con +17, Wis+14, Cha +11 Constitution save for half). Damaged surfaces in this
Skills Intimidation +19, Perception +22, Stealth +9 area then become slippery ice(DMG 110) until cleared.
Damage Immunities cold
Condition Immunities charmed, exhaustion, frightened Bonus Actions
Senses truesight 120 ft., passive Perception 32
Languages Common, Draconic Snowstorm (1/Day). The greatwyrm unleashes a magical
Challenge 25(75,000 XP, or 150,000 XP as a mythic snowstorm in a 7 mile radius that lasts for 7 hour. Use
encounter) the blizzard(IDRotF 7 0) or heavy precipitation (DMG
Proficiency Bonus +8 7 7 0) entry to represent its effects. The greatwyrm
ignores all effects caused by the snowstorm.
Absolute Zero (Mythic Trait; Once Per Rest). If the Reactions
greatwyrm would be reduced to O hit points, it instead
resets to maximum hit points, and it can end any spells Vicious Reprisal In response to taking damage, the
of its choice
t

' on itself. It then unleashes a blast of


greatwyrm makes a bite attack against a random ..
elemental cold in a 120 foot radius. Each creature in creature within 5 feet of it. If no creature is within
the area must succeed on a DC 25 Constitution saving reach, the greatwyrm can attack an object, or it can
throw., or be restrained until the end of the dragon's move up to half its speed toward an enemy it can see,
next turn. without provoking opportunity attacks.

.Brutish Durability. Whenever the greatwyrm makes a Legendary Actions


saving throw, it can roll a d10 and add the result to the The greatwyrm can take 3 legendary actions, choosing
total. from the options below. Only one legendary action can
be used at a time and only at the end of another
Draconic Might The greatwyrm's weapon attacks are
creature's turn. The greatwyrm regains spent legendary
magical and deal quadruple damage to objects and
actions at the start of its turn.
structures. When it hits a target with a melee attack, if
the attack roll meets or
• exceeds the target's passive Tail Attack. The greatwyrm makes two tail attacks, one
Strength(Athletics) score, the greatwyrm can push it of which must be against an object.
up to 10 feet away, or 20 feet away if its mythic trait is
active. Savage (Costs 2 Actions). The greatwyrm makes a claw
attack against each creature and object within 10
Ice Walk The greatwyrm can move across and climb icy feet of it.
surfaces without needing to make an ability check.
.. difficult terrain composed of ice or snow
Additionally, Wing Attack {Costs 2 Actions). The greatwyrm beats its
doesn't cost it extra moment. wings. Each creature within 10 feet of the greatwyrm
must succeed on a DC 26 Dexterity saving throw or
Indomitable (3/Day). The greatwyrm can reroll a saving take 17(2d6 + 10) bludgeoning damage and be
throw it fails. It must use the new roll. knocked prone. The greatwyrm can then fly up to half
its flying speed.
Actions
Multiattack The greatwyrm can use its Frightful Mythic Actions
Presence. It then makes three attacks: one with its bite If the greatwyrm's mythic trait has activated in the last
and two with its claws. hour, it can use the options below as legendary actions.
Bite. Melee Weapon Attack:+18 to hit, reach 15 ft., one Fling. One Huge or smaller object held or creature
target. Hit: 21 (2d10 + 10) piercing damage plus 13 grappled by the greatwyrm is thrown up to 30 feet in
(2dl 2) cold damage, and the target's speed is reduced a random direction and knocked prone. If a thrown
by 10 feet until the end of its next turn. target strikes a solid surface, the target takes 3(1d6)
Claw. Melee Weapon Attack:+18 to hit, reach 10 ft., bludgeoning damage for every 10 feet it was thrown.
one target. Hit: 19(2d8 + 10) slashing damage. If the If the target is thrown at another creature, that
target is a Huge or smaller creature, it is grappled creature must succeed on a DC 20 Dexterity saving
(escape DC 20) and restrained until this grapple ends. throw or take the same damage and be knocked
The greatwyrm can have only one creature grappled this prone.
way at a time. Icicle Impale. Ranged Spell Attack:+ 7 7 to hit, range 60
Tail Melee Weapon Attack:+18 to hit, reach 20 ft., one ft., one target. Hit: 19 (3d6 + 9) piercing damage,
target. Hit: 19(2d8 + 10) bludgeoning damage. If the and the target's speed is reduced by 10 feet until the
target is a creature, it must succeed on a DC 26 end of its next turn.
Strength saving throw or be knocked prone. Ice Shards {Costs 2 Actions). The greatwyrm causes
shards of ice to burst forth from any ice within 120
feet of it. Each creature within 5 feet of that ice takes
9(2d8) piercing damage plus 9(2d8) cold damage
(DC 25 Dexterity save for half). If the saving throw
fails by 5 or more, the target also deals only half
damage with weapon attacks that use Strength until
the end of its next turn.

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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials u:sed
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
BLACKGREATWYRM Co"osive Breath (Recharge 5-6). The greatwyrm exhales
acid in a 300-foot line that is 20 feet wide. Each
Gargantuan dragon (chromatic), chaotic evil
creature and object in that area takes 88(7 6d7 0) acid
damage(DC 25 Dexterity save for half). Damaged
ArmorClass 22(natural armor)
HitPoints 507(26d20 + 234) -
surfaces in this area then become corrosive acid pools
until cleared. Any creature or object that touches one
Speed 60 ft., burrow 60 ft., fly 120 ft., swim 60 ft. of these surfaces takes 7 7 (2d 7 0) acid damage; a
target can't take this damage more than once per
round.
STR DEX CON INT WIS CHA
30(+ 7 0) 14(+2) 28(+9) 22(+6) 21(+5) 24 (+7)
Bonus Actions
Rampage. When the greatwyrm
• reduces a creature or a
Saving Throws Dex +l0, Con +17, Wis+13, Cha +15 Gargantuan object to 0 hit points with a melee attack
Skills Intimidation +23, Perception +2 7 , Stealth + 7 0 on its turn, it can use this bonus action to move up to
Damage Immunities acid half its speed and make another attack.
Condition Immunities charmed, exhaustion, frightened
Gas Cloud (1/Day). The greatwyrm unleashes a cloud of
Senses truesight 120 ft., passive Perception 31 toxic gas in a 7 mile radius that lasts for 1 hour. The gas
Languages Common, Draconic
reduces visibility to 7 20 feet, and everything within
Challenge 26(90,000 XP, or l 80,000 XP as a mythic that radius is lightly obscured. While in this gas, living
encounter) creatures are plagued by constant coughing and cannot

Proficiency Bonus + 8 benefit from resistance to acid or poison. If a living
creature dies while in the gas, insects and filth possess
Draconic Might The greatwyrm's weapon attacks are its corpse, causing it to rise as a zombie in the same
magical and deal quadruple damage to objects and space. The greatwyrm ignores all effects caused by the
structures. When it hits a target with a melee attack, if cloud.
the attack roll meets or exceeds the target's passive
Strength(Athletics) score, the greatwyrm can push it Legendary Actions
up to 7 0 feet away, or 20 feet away if its mythic trait is
active. The greatwyrm can take 3 legendary actions, choosing
from the options below. Only one legendary action can
Feign Weakness (Mythic Trait; Once Per Rest). If the be used at a time and only at the end of another
greatwyrm dies, it shrieks in pain as its body melts into creature's turn. The greatwyrm regains spent legendary
a puddle of acid and filth. Its body then reforms from actions at the start of its turn.
this puddle at the start of its next turn, resetting to
maximum hit points, ending any spells of its choice on Tail Attack. The greatwyrm makes two tail attacks, one
itself, and becoming active again. The greatwyrm then of which must be against an object.
moves up to its speed (without provoking opportunity Vitriolic Spray. Ranged Spell Attack:+1 5 to hit, range 90
attacks) towards the creature that killed it, and makes ft., one target. Hit: 14 (3d4 + 7) acid damage, and
one claw attack against it if possible. the target must succeed on a DC 23 Constitution
Stench. At the start of each of the greatwyrm's turns, saving throw or be blinded until the end of its next
each creature within 30 feet of it must succeed on a turn.
DC 2 5 Constitution saving throw or be poisoned until Wing Attack (Costs 2 Actions). The greatwyrm beats its
the start of its next turn. On a successful saving throw, wings. Each creature within 10 feet of the greatwyrm
the creature is immune to the greatwyrm's stench for must succeed on a DC 26 Dexterity saving throw or
24 hours. take 17 (2d6 + 10) bludgeoning damage and be
Unbreakable. If the greatwyrm is incapacitated, knocked prone. The greatwyrm can then fly up to half
poisoned, or restrained at the start of its turn, any its flying speed.
effects causing these conditions immediately end on
the greatwyrm.
Mythic Actions
If the greatwyrm's mythic trait has activated in the last
Actions hour, it can use the options below as legendary actions.
Multiattack The greatwyrm can use its Frightful Fling. One Huge or smaller object held or creature
Presence. It then makes three attacks: one with its bite grappled
and two with its claws.
• by the greatwyrm is thrown up to 30 feet in
..
a random direction and knocked prone. If a thrown
Bite. Melee Weapon Attack:+7 8 to hit, reach 15 ft., one target strikes a solid surface, the target takes 3(7 d6)
target. Hit: 21(2d 7 0 + 10) piercing damage plus 13 bludgeoning damage for every 10 feet it was thrown.
(2dl 2) acid damage. If the target is thrown at another creature, that
..
creature must succeed on a DC 20 Dexterity saving
Claw. Melee Weapon Attack:+ 18 to hit, reach lO ft., throw or take the same damage and be knocked
one target. Hit: l9(2d8 + 7 0) slashing damage. If the prone.
target is a Huge or smaller creature, it is grappled
(escape DC 20) and restrained until this grapple ends. Corrosive Decay (Costs 2 Actions). The greatwyrm
The greatwyrm can have only one creature grappled this unleashes a burst of rot and acid in a 20-foot-radius,
way at a time. 40-foot-high cylinder centered on a point within 90
feet of it. Each creature and object in the area takes
Tail Melee Weapon Attack:+18 to hit, reach 20 ft., one 22(4d 7 0) acid damage(DC 2 5 Dexterity save for
target. Hit: 19(2d8 + l 0) bludgeoning damage. If the half). Objects in the area become permanently
target is a creature, it must succeed on a DC 26 vulnerable to all damage, and each creature that takes
Strength saving throw or be knocked prone. this damage suffers disadvantage on Strength and
Frightful Presence. Each creature of the greatwyrm's Constitution saving throws until the end of the
choice that is within 7 mile of the dragon and aware of greatwyrm's next turn.
it must succeed on a DC 23 Wisdom saving throw or Summon Shambling Mound (Costs 2 Actions). The
become frightened for 7 minute. A creature can repeat greatwyrm magically creates a shambling mound in an
... at the end of each of its turns, ending
the saving throw unoccupied space within 30 feet of it. The shambling
the effect on itself on a success. If a creature's saving mound takes its turn on initiative count 20(losing
throw is successful or the effect ends for it, the initiative ties) each round and carries out the
creature is immune to the greatwyrm's
,,. Frightful greatwyrm's malefic will to the best of its ability.
Presence for the next 24 hours.

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... ..
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
GREENGREATWYRM Noxious Breath (Recharge 5-6). The greatwyrm exhales
poison in a 300-foot cone. Each creature and object in
Gargantuan dragon (chromatic), lawful evil
that area takes 91(26d6) poison damage(DC 25
Constitution save for half). Damaged surfaces in this
ArmorClass 22(natural armor) area then grow thick vines that grasp at nearby
Hit Points 5 26(2 7d20 + 243) creatures until cleared. Any Large or smaller creature
Speed 60 ft., burrow 60 ft., fly 120 ft., swim 60 ft. that ends its turn within 5 feet of these vines is
grappled by them(escape DC 15).
STR DEX CON INT WIS CHA Bonus Actions
30(+10) 15(+2) 28(+9) 26(+8) 21(+5) 24 (+7) Brain Fog (1/Day). The greatwyrm unleashes a cloud of
poisonous fog in a 1 mile radius that lasts for 1 hour.
Saving Throws Dex +10, Con + 17, Int +16, Wis +13, The gas lightly obscures the area, and living creatures in
Cha + 15 the area cannot benefit from resistance to poison or
Skills Deception +15, Insight +13, Intimidation +23,
• psychic damage and have disadvantage on all
Perception +21, Persuasion +15, Stealth +18 Intelligence, Wisdom, and Charisma checks. The
Damage Immunities poison greatwyrm ignores all effects caused by the fog.
Condition Immunities charmed, exhaustion, frightened,
poisoned Reactions
Senses truesight 120 ft., passive Perception 31 Feed on Weakness. When a creature within 20 feet of
Languages Common, Draconic the greatwyrm fails an Intelligence, Wisdom, or
Challenge 27(105,000 XP, or 210,000 XP as a mythic Charisma saving throw, the greatwyrm gains 15
encounter) temporary hit points.
Proficiency Bonus + 8
Legendary Actions
Deceive the Senses (Mythic Trait; Once Per Rest). If the The greatwyrm can take 3 legendary actions, choosing
greatwyrm would be reduced to O hit points, it instead from the options below. Only one legendary action can
resets to maximum hit points, and it can end any spells be used at a time and only at the end of another
of its choice on itself It then becomes invisible until creature's turn. The greatwyrm regains spent legendary
the end of its next turn, and it can immediately move actions at the start of its turn.
up to its speed and take the Hide action(no reaction
required). Tail Attack. The greatwyrm makes two tail attacks, one
of which must be against an object.
Draconic Might The greatwyrm's weapon attacks are
Luring Glare. The dragon targets one creature it can see
magical and deal quadruple damage to objects and
within 90 feet of it. The target must make a DC 24
structures. When it hits a target with a melee attack, if
Wisdom saving throw. The target has disadvantage
I

the attack roll meets or exceeds the target's passive


on the save if it is poisoned. On
' a failed save, the
Strength(Athl.etics) score, the greatwyrm can push it
target must use its reaction to move up to half its
up to 10 feet away, or 20 feet away if its mythic trait is
speed along a path of the dragon's choice.
active.
Wing Attack (Costs 2 Actions). The greatwyrm beats its
Guarded Mind The greatwyrm has advantage on all
wings. Each creature within lO feet of the greatwyrm
Intelligence, Wisdom, and Charisma saving throws.
must succeed on a DC 26 Dexterity saving throw or
Plant Stride. The greatwyrm ignores difficult terrain take 17(2d6 + 10) bludgeoning damage and be
caused by plants and can't take damage from them if knocked prone. The greatwyrm can then fly up to half
they are nonmagical. its flying speed.

Actions Mythic Actions


Multiattack The greatwyrm can use its Corrupting If the greatwyrm's mythic trait has activated in the last
Presence. It then makes three attacks: one with its bite hour, it can use the options below as legendary actions.
and two with its claws.
Nimble Predator. The greatwyrm moves up to 30 feet
Bite. Melee Weapon Attack:+18 to hit, reach 15 ft., one without provoking opportunity attacks.
target. Hit: 21(2dlO + 10) piercing damage plus 13
Fling. One Huge or smaller object held or creature
(2dl 2) poison damage.
grappled by the greatwyrm is thrown up to 30 feet in
Claw. Melee Weapon Attack:+19 to hit, reach 10 ft., a random direction and knocked prone. If a thrown
one target. Hit: 19(2d8 + 10) slashing damage. If the target strikes a solid surface, the target takes 3(1d6)
target is a Huge or smaller creature, it is grappled bludgeoning damage for every 10 feet it was thrown.
(escape DC 20), restrained, and has disadvantage on If the target is thrown at another creature, that
Intelligence, Wisdom, and Charisma saving throws until creature must succeed on a DC 20 Dexterity saving
this grapple ends. The greatwyrm can have only one throw or take the same damage and be knocked
creature grappled this way at a time. prone.
Tail Melee Weapon Attack:+18 to hit, reach 20 ft., one Mind Poison (Costs 2 Actions). The greatwyrm unleashes
target. Hit: 19(2d8 + 10) bludgeoning damage. If the a mental assault against all creatures within a 20-
target is a creature, it must succeed on a DC 27 foot-radius
• sphere centered on a point within 90 feet
Strength saving throw or be knocked prone. of it. Each target takes 22 (4dl 0) psychic damage
(DC 24 Intelligence save for half). On a failed save, a
Corrupting Presence. Each creature of the greatwyrm's
target is also poisoned until the end of the
choice that is within 1 mile of the dragon and aware of
greatwyrm's next turn.
it must succeed on a DC 23 Wisdom saving throw or
become charmed or frightened(greatwyrm's choice)
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 the
greatwyrm's Corrupting Presence for the next 24 hours.

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...
This is unofficial Fan Content permitted under the Fan Content -
Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
BLUE GREATWYRM Frightful Presence. Each creature of the greatwyrm's
choice that is within l mile of the dragon and aware of
Gargantuan dragon (chromatic), lawful evil
it must succeed on a DC 2 1 Wisdom saving throw or
become frightened for l minute. A creature can repeat
Armor Class 22 (natural armor) the saving throw at the end of each of its turns, ending
Hit Points 5 46 (28d20 + 2 5 2) the effect on itself on a success. If a creature's saving
Speed 7 5 ft., burrow 7 5 ft., fly 1 5 0 ft., swim 7 5 ft. throw is successful or the effect ends for it, the
creature is immune to the greatwyrm's Frightful
Presence for the next 24 hours.
STR DEX CON INT WIS CHA
Storm Breath (Recharge 5-6). The greatwyrm exhales
30 (+ 10) 1 4 (+2) 28 (+9) 24 (+7) 21 (+S) 26 (+8) concentrated storm energy in a 300-foot line that is 20
feet wide. Each creature and object in that area takes
Saving Throws Dex +10, Con +17, Int + 1 5, Wis + 13, 8 8 (1 6dl0) lightning damage (DC 2 5 Dexterity save
Cha + 16 for half). If a Huge or smaller target fails this save by 5
Skills Arcana +1 5, Intimidation +24, Perception +21, or more, it is also pushed up to 30 feet away from the
Stealth +10 greatwyrm.
Damage Immunities lightning
Condition Immunities charmed, exhaustion, frightened, Bonus Actions
poisoned Superstorm (1/Day). The greatwyrm unleashes a violent
Senses tremorsense 30 ft., truesight 120 ft., passive storm in a 1 mile radius that lasts for 1 hour. The storm
Perception 3 1 is either a rainstorm or a sandstorm, depending on the
Languages Common, Draconic features of the surrounding environment. Strong wind
Challenge 28 (120,000 XP, or 240,000 XP as a mythic (DMG 1 10) batters the area and causes any creature in
encounter) it that is knocked prone to also be flung up to 30 feet
Proficiency Bonus +8 in a random direction. The greatwyrm ignores all effects
caused by the storm.
Destructive Wrath (Mythic Trait; Once Per Rest). If the
greatwyrm would be reduced to O hit points, it instead Legendary Actions
resets to maximum hit points, and it can end any spells The greatwyrm can take 3 legendary actions, choosing
of its choice on itself. It then unleashes a huge burst of from the options below. Only one legendary action can
thunder that concusses each creature and object within be used at a time and only at the end of another
120 feet of it. Each target takes 14(4d6) thunder creature's turn. The greatwyrm regains spent legendary
damage(DC 25 Constitution saving throw for half) and actions at the start of its turn.
is pushed up to 20 feet away from the greatwyrm. On a
-
failed save, a target is also knocked prone. Tail Attack The greatwyrm makes two tail attacks, one
of which must be against an object.
Draconic Might The greatwyrm's weapon attacks are
magical and deal quadruple damage to objects and Thunder Bolt Ranged Spell Attack:+16 to hit, range 90
structures. When it hits a target with a melee attack, if ft., one target. Hit: l 5 (2d6 + 8) lightning damage
the attack roll meets or exceeds the target's passive plus 3(l d6) thunder damage. On a critical hit, the
Strength(Athletics) score, the greatwyrm can push it target must also succeed on a DC 24 Constitution
up to l O feet away, or 20 feet away if its mythic trait is saving throw or become stunned
., until the end of the
active. dragon's next turn.
Magic Resistance. The greatwyrm has advantage on Wing Attack (Costs 2 Actions). The greatwyrm beats its
saving throws against spells and other magical effects. wings. Each creature within 10 feet of the greatwyrm
must succeed on a DC 26 Dexterity saving throw or
Supercharged If a creature touches the greatwyrm or take 17(2d6 + 10) bludgeoning damage and be
hits it with a melee attack while within 15 feet of it, or knocked prone. The greatwyrm can then fly up to half
if it targets the dragon with a spell that it isn't a willing its flying speed.
target of, the creature takes 7(2d6) lightning damage.
Thunderous Charge (1jTum). If the greatwyrm moves at Mythic Actions
least 7 5 feet straight toward a target and then hits it If the greatwyrm's mythic trait has activated in the last
with a gore attack on the same turn, the target also hour, it can use the options below as legendary actions.
takes 26(4dl 2) thunder damage.
Fling. One Huge or smaller object held or creature
Actions grappled by the greatwyrm is thrown up to 30 feet in
Multiattack The greatwyrm can use its Frightful a random direction and knocked prone. If a thrown
Presence. It then makes three attacks: one with its bite target strikes a solid surface, the target takes 3(1d6)
and two with its claws. bludgeoning damage for every 10 feet it was thrown.
If the target is thrown at another creature, that
Bite. Melee Weapon Attack:+ 18 to hit, reach 15 ft., one creature must succeed on a DC 20 Dexterity saving
target. Hit: 21(2dl O + l0) piercing damage plus l3 throw or take the same damage and be knocked
(2dl 2) lightning damage. prone.
Claw. Melee Weapon Attack:+19 to hit, reach 10 ft., Lightning Strike ( Costs 2 Actions). The greatwyrm causes
one target. Hit: 19(2d8 + 7 0) slashing damage. If the a bolt of lightning to strike a point on the ground
target is a Huge or smaller creature, it is grappled within 120 feet of it. Each creature and object within
(escape DC 20) and restrained until this grapple ends. 5 feet of that point takes 26(4dl 2) lightning
The greatwyrm can have only one creature grappled this damage(DC 24 Dexterity save for half). If the save
way at a time. fails by 5 or more, a creature is also deafened until
the end of the greatwyrm's next turn.
Tail Melee Weapon Attack:+18 to hit, reach 20 ft., one
target. Hit: 19(2d8 + 7 0) bludgeoning damage. If the Summon Air Elemental ( Costs 2 Actions). The greatwyrm
target is a creature, it must succeed on a DC 2 7
Strength saving throw or be knocked prone.
-
magically creates an air elemental in an unoccupied
space within 30 feet of it. The air elemental takes its
turn on initiative count 20(losing initiative ties) each
Gore. Melee Weapon Attack:+ 18 to hit, reach 15 ft., round and carries out the •greatwyrm's malefic will to
one target. Hit: 3 6(4d l 2 + l0) piercing damage. the best of its ability.

5
...
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
RED GREATWYRM Frightful Presence. Each creature of the greatwyrm's
choice that is within l mile of the dragon and aware of
Gargantuan dragon (chromatic), chaotic evil
it must succeed on a DC 26 Wisdom saving throw or
become frightened for l minute. A creature can repeat
Armor Class 22(natural armor) the saving throw at the end of each of its turns, ending
Hit Points 565(29d20 + 267 ) the effect on itself on a success. If a creature's saving
Speed 60 ft., burrow 60 ft., fly 120 ft., swim 60 ft. throw is successful or the effect ends for it, the
creature is immune to the greatwyrm's Frightful
Presence for the next 24 hours.
STR DEX CON INT WIS CHA
30(+ 7 0) 7 4(+2) 29(+9) 24(+7) 20 (+5) 28(+9)
Inferno Breath (Recharge 5-6). The greatwyrm exhales
fire in a 300-foot cone. Each creature and object in that
area takes 97 (26d6) fire damage(DC 26 Dexterity
Saving Throws Dex +11, Con + 7 8, Int+16, Wis +14, save for half). Damaged surfaces in the area become
Cha + 7 8 molten until the end of the greatwyrm's next turn.
Skills Intimidation +27, Perception +23, Stealth + 17
Damage Immunities fire Bonus Actions
Condition Immunities charmed, exhaustion, frightened,
poisoned Rain ofFire (1/Day). The greatwyrm causes fiery meteors
Senses truesight 120 ft., passive Perception 33 to rain down on an area in a 7 mile radius that lasts for
7 hour. Small meteor impacts cause every creature and
Languages Common, Draconic
Challenge 29(135,000 XP, or 270,000 XP as a mythic object exposed to the sky to take 2(7 d4) fire damage
encounter) at the start of each of the greatwyrm's turns.
Proficiency Bonus +9 Additionally, when a creature or object drops to O hit
points while in the storm, magma explodes out from it,
causing the area within 7 0 feet of it to become molten
Draconic Might The greatwyrm's weapon attacks are
until cleared.
magical and deal quadruple damage to objects and
structures. When it hits a target with a melee attack, if Legendary Actions
the attack roll meets or exceeds the target's passive
Strength(Athletics) score, the greatwyrm can push it The greatwyrm can take 3 legendary actions, choosing
up to 7 0 feet away, or 20 feet away if its mythic trait is from the options below. Only one legendary action can
active. be used at a time and only at the end of another
creature's turn. The greatwyrm regains spent legendary
Fiery Rebirth (Mythic Trait; Once Per Rest). If the actions at the start of its turn.
greatwyrm dies, its body burns away into a pile of
ashes. Its body then reforms from these ashes at the Tail Attack. The greatwyrm makes two tail attacks, one
start of its next turn, resetting to maximum hit points, of which must be against an object.
ending any spells of its choice on itself, and becoming Flame Blast Ranged Spell Attack:+18 to hit, range 90
active again. When this happens, each creature that can ft., one target. Hit: 17(2d8 + 8) fire damage. On a
see the greatwyrm must succeed on a DC 2 7 critical hit, the target has disadvantage on saving
Constitution saving throw or take 14 (4d6) fire damage throws against fire damage until the end of the
and be blinded until the end of the greatwyrm's next dragon's next turn. If the target is a creature or a
turn. flammable object, it ignites. Until a creature takes an
Shrug it Off. At the start of each of its turns, the action to douse the fire, the target takes 5 (7 d 7 0)
greatwyrm can end one condition on itself, provided it fire damage at the start of each of its turns.
has at least 7 hit point. Wing Attack (Costs 2 Actions). The greatwyrm beats its
Spreading Magma. Some of the greatwyrm's features wings. Each creature within 7 0 feet of the greatwyrm
might cause magma to burst forth from a surface, must succeed on a DC 26 Dexterity saving throw or
making it molten for a time. While molten, the surface take 17(2d6 + 7 0) bludgeoning damage and be
is di fficult terrain, and any creature that ends its turn knocked prone. The greatwyrm can then fly up to half
while touching it takes 14 (4d6) fire damage. its flying speed.

Actions Mythic Actions


Multiattack The greatwyrm can use its Frightful If the greatwyrm's mythic trait has activated in the last
Presence. It then makes three attacks: one with its bite hour, it can use the options below as legendary actions.
and two with its claws. Chosen ofTiamat Channeling the power of the mother
of dragons herself, the greatwyrm grants itself
Bite. Melee Weapon Attack:+ 7 9 to hit, reach l5 ft., one
target. Hit: 21(2d 7 0 + l0) piercing damage plus l3 advantage on the next saving throw it makes before
(2dl 2) fire damage. the end of its next turn.

Claw. Melee Weapon Attack:+19 to hit, reach lO ft., Fling. One Huge or smaller object held or creature
one target. Hit: 19 (2d8 + 7 0) slashing damage. If the grappled by the greatwyrm is thrown up to 30 feet in
target is a Huge or smaller creature, it is grappled a random direction and knocked prone. If a thrown
(escape DC 20) and restrained until this grapple ends. target strikes a solid surface, the target takes 3(7 d6)
The greatwyrm can have only one creature grappled this bludgeoning damage for every lO feet it was thrown.
way at a time. If the target is thrown at another creature, that
creature must succeed on a DC 20 Dexterity saving
Tail Melee Weapon Attack:+19 to hit, reach 20 ft., one throw or take the same damage and be knocked
target. Hit: 19(2d8 + 7 0) bludgeoning damage. If the prone.
target is a creature, it must succeed on a DC 27
Strength saving throw or be knocked prone. Volcanic Eruption (Costs 2 Actions). The greatwyrm
causes lava to erupt from every molten surface
within 120 feet of it. Each creature and object within
l O feet of a molten surface when this happens takes
14 (4d6) bludgeoning damage plus 14 (4d6) fire
damage(DC 26 Dexterity save for half). If the save
fails by 5 or more, a creature is also knocked prone.
..........._..,, - - - · ~· .. ...,._ .....--.. ............__. ..., ....._......,_.___ •_,....._,--I -- .............. ,.,. • ...-...-..,__....,.,_._...,--. • -... ,,; - - - •• -

6
This is unofficial Fan Content permitted under the tan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
~- -- ~--~· . ____. . _,. , ___....,...,,__,.,. ......... ~·-------,..a,_,,___ _._..................._.-.----~.,..,,... ; . . . . --··~ _. ~

TIAMAT Multiple Heads. Tiamat can take one reaction per turn,
rather than only one per round. She also has advantage
Gargantuan dragon (chromatic, deity}, chaotic evil
on saving throws against being knocked unconscious. If
she fails a saving throw against an effect that would
Armor Class 23(natural armor) stun a creature, one of her unspent legendary actions is
Hit Points 5 74 (28d20 + 280) spent.
Speed 60 ft., burrow 60 ft., fly 120 ft., swim 60 ft.
Sense Avarice. If a creature Tiamat can see
communicates telepathically with her, she learns the
SlR DEX CON INT WIS CHA creature's greatest desires.
30(+10) 14 (+2) 30(+10) 21 (+5) 20 (+5) 26(+8) Actions
Saving Throws Dex +11, Con +19, Wis+14, Cha +17 Catastrophic Breath. Tiamat exhales elemental energy
Skills Intimidation +26, Perception +23 from one of her heads in a 300-foot cone. Each
Damage Immunities acid, cold, fire, lightning, poison; creature and object in that area takes 97(15dl 2)
bludgeoning, piercing, and slashing from nonmagical damage (DC 27 saving throw for half; see below), with
attacks the damage type, save type, and secondary effect
Condition Immunities blinded, charmed, deafened, determined by which head she used. Once Tiamat
frightened, poisoned, stunned chooses a breath weapon for one of her heads, she
Senses truesight 120 ft., blindsight 500 ft., passive can't choose another one associated with that head on
Perception 33 her next turn.
Languages all, telepathy 1,000 ft. White: Frost Breath. The breath does cold damage, and
Challenge 30(155,000 XP, or 310,000 XP as a mythic its save type is Constitution. Damaged surfaces in
encounter) this area then become slippery ice (DMG 110) until
Proficiency Bonus + 9 cleared.

Discorporation. When Tiamat drops to O hit points or Black: Corrosive Breath. The breath does acid damage,
dies, her body is destroyed but her essence travels back and the save type is Dexterity. Damaged surfaces in
to her domain in the Nine Hells, and she is unable to this area then become corrosive acid pools until
take physical form for a time. cleared. Any creature or object that touches one of
these surfaces takes 11(2dl0) acid damage; a target
Divine Will Tiamat is immune to any spell or effect that can't take this damage more than once per round.
would alter her form, as well as those that would read
Green: Noxious Breath. The breath does poison damage,
her thoughts, determine if she is lying, or magically
and the save type is Constitution. Damaged surfaces
influence her thoughts or behavior.
in this area then grow thick vines that grasp at nearby
Draconic Might Tiamat's weapon attacks are magical creatures until cleared. Any Large or smaller creature
and deal quadruple damage to objects and structures. that ends its turn within 5 feet of these vines is
When she hits a target with a melee attack, if the attack grappled by them(escape DC 15).
roll meets or exceeds the target's passive Strength
Blue: Storm Breath. The breath does lightning damage,
(Athletics) score, Tiamat can push it up to 10 feet away,
and the save type is Dexterity. If a Huge or smaller
20 feet away if one of her mythic traits are active, or 30
target fails this save by 5 or more, it is also pushed
feet away if both mythic traits are active.
up to 30 feet away from the greatwyrm.
Dragon Queen's Roar (Mythic Trait; Once Per Rest). I f Red: Inferno Breath. The breath does fire damage, and
Tiamat would be reduced to O hit points, she instead
the save type is Dexterity. Damaged surfaces in this
resets to maximum hit points, and she can end any
area then become molten until the end of the
spells of her choice on herself. She then releases a
greatwyrm's next turn. While molten, the surface is
huge roar that decimates the area within 300 feet of
difficult terrain, and any creature that ends its turn
her, causing each creature and object of her choice in
while touching it takes 14 (4d6) fire damage.
the area, regardless of size or structural stability, to be
pushed up to 60 feet away from Tiamat and knocked Bonus Actions
prone.
Apocalypse (1/Day). Tlamat unleashes an apocalyptic
Infernal Dealings (Mythic Trait; Once Per Rest). If Tiamat storm in a 1 mile radius that lasts for 1 hour. The area is
would be reduced to O hit points, she instead resets to battered by heavy precipitation and strong wind, and
maximum hit points, and she can end any spells of her violent elemental energies cause every creature and
choice on herself She then regurgitates ten merregons object exposed to the storm to take 5 (2d4) acid, cold,
who land in unoccupied spaces within 30 feet of her. fire, lightning, or poison damage (Tiamat's choice) at
The merregons act at the end of the initiative order and the start of each of Tiamat's turns. Tiamat, and any
defend Tiamat to the best of their ability. elemental effect she creates, is unaffected by the
Innate Spellcasting. Tiamat's innate spellcasting ability is storm.
Charisma(spell save DC 25). She can innately cast the
Corrupting Presence. Each creature of Tiamat's choice
following spells:
that is within 1 mile of the dragon and aware of it must
Constant: freedom ofmovement, nondetection succeed on a DC 25 Wisdom saving throw or become
2/day each: dominate monster, earthquake charmed or frightened(Tiamat's choice) for 1 minute.
1/day each: divine word, wish A creature can repeat the saving throw at the end of
legendary Resistance (5/Day). If Tiamat fails a saving each of its turns, ending the effect on itself on a
success. If a creature's saving throw is successful or the
throw, she can choose to succeed instead.
effect ends for it, the creature is immune to Tiamat's
Corrupting Presence for the next 24 hours.

See the next page for Tiamat's legendary and mythic actions. The art on the next page is again taken from Fizban's Treasury of
Dragons by Wizards of Coast, used via the fan content policy.

7
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Co�st LLC.
TIAMAT Divine Greed. Tiamat steals the magic benefiting one
creature she can see within 90 feet of her. Any
beneficial spell affecting the target of her choice
Legendary Actions transferred to Tiamat. lf a spell she steals requires
Tiamat can take 5 legendary actions, choosing from the concentration, Tiamat concentrates on it for the
options below. Only one legendary action can be used duration instead, but she cannot concentrate on
at a time and only at the end of another creature's turn. multiple spells simultaneously(as normal).
Tiamat regains spent legendary actions at the start of Tail Sweep. Tiamat makes a tail attack against each
her turn. creature and object within 30 feet of her.
Nimble Predator. Tiamat moves up to 30 feet without Chilling Gaze (Costs 2 Actions). Tiamat uses her green
provoking opportunity attacks. and white heads to assault each creature of her
choice that she can see within a 90-foot cone. Each
Bite. Melee Weapon Attack:+ 1 9 to hit, reach 20 ft., one ..
creature in the area takes 11 (2dl0) cold damage
target. Hit: 23(2d 1 2 + 10) piercing damage plus 19
plus 11(2dl0) psychic damage(DC 25 Intelligence
..
(3dl2) acid, cold, fire, lightning, or poison damage
save for half). On a failed save, a target is also
(Tiamat's choice).
poisoned and has its speed halved until the end of
Claw. Melee Weapon Attack:+ 1 9 to hit, reach 15 ft., the greatwyrm's next turn.
one target. Hit: 2 1 (2dl O + 10) slashing damage. If
Toxic Gas (Costs 2 Actions). Tiamat uses her black and
the target is a Huge or smaller creature, it is grappled
green heads to unleash toxic gas in a 60-foot radius
(escape DC 20), restrained, and has disadvantage on
around her. Each creature in that area must succeed
Intelligence, Wisdom, and Charisma saving throws
on a DC 25 Constitution saving throw or become
until this grapple ends. The aspect can have only one
poisoned until the end of Tiamat's next turn. A
creature grappled this way at a time.
creature is blinded and deafened while poisoned in
Tail. Melee Weapon Attack:+19 to hit, reach 30 ft., one this way.
target. Hit: 23(2d12 + 10) bludgeoning damage. If
Fiery Tornado (Costs 2 Actions). Tiamat uses her blue
the target is a creature, it must succeed on a DC 2 7
and red heads to unleash a cyclone in a 30-foot
Strength saving throw or be knocked prone.
radius centered on a point she can see. Each creature
Cast a Spell (Costs 3 Actions). Tiamat casts one of her and object in the vortex takes 10(3d6) fire damage
innate spells. plus 10(3d6) lightning damage(DC 25 Dexterity
save for half). On a failed save, a Huge or smaller
Mythic Actions creature is also hurled 30 feet in a random direction
If one of Tiamat's mythic traits were activated in the and knocked prone.
last hour, she can use the first three options below as Hurl Through Hell (Costs 3 Actions). Tiamat targets a
legendary actions. If both traits were activated in the creature she is grappling. The creature must succeed
last hour, she can instead use any of the options below. on a DC 25 Charisma saving throw or take 44 (8d 1 0)
psychic damage and be banished to Avernus(the
first layer of the Nine Hells). At the start of Tiamat's
next turn, the creature reappears in an unoccupied
space within 1 0 feet of her.

8
.. ..
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by • • of the materials used
• Wizards. Portions
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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