Five-headed Chromatic Dragon by Lie Setiawan
Takhisis, the Dragon Queen (WIP) | Challenge 30 |
Myhtic Gargantuan dragon (avatar), Chaotic Evil | 310,000 Elite XP |
Armor Class 25 (Natural Armor)
Hit Points 1,230 [(30d20 + 300)x2; bloodied 615]
Speed 90 ft., climb 80 ft., fly 360 ft., swim 90 ft.
STR | DEX | CON | INT | WIS | CHA |
30 (+10) | 10 (+0) | 30 (+10) | 26 (+8) | 26 (+8) | 30 (+10) |
Saving Throws Str +19, Dex +9, Wis+17, Cha +19
Skills Arcana +17, Athletics +28, Intimidate +19, Perception +26, Religion +17
Damage Immunities Acid, Cold, Fire, Lightning, Poison; damage from nonmagical attacks
Condition Immunities Blinded, Charmed, Deafened, Frightened, Poisoned, Stunned
Senses Darkvision 480 ft., Truesight 240 ft., Passive Perception 36
Languages All, telepathy 240 ft.
Proficiency +9;
Maneuver DC 27
Chromatic Dragon (Elite Trait, recharges after a Short or Long Rest). When Takhisis is first
bloodied, all conditions and effects she is suffering end for her, all of her abilities recharge, and she can use her elite actions.
Colossal. Takhisis’s space is 100 feet by 100 feet and any creature Huge or smaller can enter her space and must do so to hit her with an attack with a reach or range of 15 feet or less. Additionally, any creature adjacent to a Medium or smaller target that is hit by one of Takhisis’s melee attacks must make a DC 27 Dexterity saving throw or take the same damage as the initial target. A creature that enters or starts its turn in her space, must make a DC 27 Dexterity saving throw or be hit by her claw attack. A creature in Takhisis's space has advantage on attacks that target he AC.
Colossal Monster. Takhisis deals double damage to objects, structures, and creatures of Large size or larger.
Divine Resistance (5/Rest). If Takhisis fails a saving throw, she can spend a Divine Action, if she has any available, to succeed instead.
Divine Might. Takhisis is immune to all damage unless the attack or effect inflicts more than 10 hit points of damage, in which case she takes damage as normal.* Takhisis's attacks ignore all resistances of creatures below level/CR 20 and she scores a critical hit on a roll of 18 or greater. Additionally, if a creature fails a saving throw for one of her breathweapons by 10 or more (DC 17) the creature takes maximum damage from the breathweapon.
*
Takhisis damage threshold is not figured into her Challenge Rating. Consider ignoring this trait if needed.
Divine Nature. Takhisis can’t be surprised or changed into another form against her will. Takhisis can’t be targeted by divination magic, perceived through magical scrying sensors, and is immune to any effect that would sense her emotions or read her thoughts. Wisdom (Insight) checks made to ascertain her intentions or sincerity have disadvantage. Additionally, Takhisis doesn’t require air, food, drink, or sleep.
Dragon Goddess. Takhisis can use any of the
Dragon Tactics available to
True Dragons and any trait or action available to any chromatic dragon. Additionally, Takhisis can use a lair action available to any chromatic dragon, even if she is not in a lair. Unless noted otherwise, the effect last until initiative count 20 of the next round:
Black Dragon Lairs,
Blue Dragon Lairs,
Green Dragon Lairs,
Red Dragon Lairs,
White Dragon Lairs
Limited Magic Immunity. Unless she wishes to be affected, Takhisis is immune to cantrips and she has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against Takhisis has disadvantage on the attack roll.
Majestic Presence. Each creature of Takhisis’s choice that starts or ends its turn within 120 feet of her, and is aware of her, must succeed on a DC 20 Wisdom saving throw or become
frightened for 1 minute. A creature
frightened in this way cannot move. A Frightened 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 Takhisis’s Majestic Presence for the next hour.
Multiple Heads. Takhisis can take one reaction per turn (up to five per round), rather than only one per round. She also has advantage on saving throws against being knocked unconscious.
Innate Spellcasting. Takhisis's spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). Each of Takhisis's heads can innately cast the following spells noted for that head, requiring no components:
Black Head:
Blue Head:
Green Head:
Red Head:
White Head:
DIVINE ACTIONS
Takhisis can take 7 divine actions, choosing from the options below. She can use one divine action option on her turn and additionally at the end of another creature's turn. Any unused divine actions can be taken at the end of the round. Takhisis regains spent divine actions at the start of her turn.
Some of Takhisis’s divine action options are associated with her five dragon heads, her: bite, breath weapon, elemental blast, and spell casting. Once Takhisis chooses a divine action option for one of her heads, she can’t choose another one associated with that head until the start of her next turn.
Divine Perception. Takhisis extends her senses, makes a Wisdom (Perception) check, and gains advantage on her next attack. Additionally, Takhisis can choose one creature within 120 feet of her, if that creature fails Wisdom (Perception) contest against her check, she learns the thoughts of the creature as in the spell
detect thoughts.
Teleport. Takhisis magically teleports up to 500 feet to an unoccupied space she can see.
Regenerate. Takhisis regains 30 hit points.
Unstoppable. Takhisis ends one negative effect currently affecting her. She can do so as long as she has at least 1 hit point, even while
unconscious or
incapacitated.
Bite (Cost 2 ACtions). Melee Weapon Attack: +19 to hit, reach 70 ft., one target. Hit: 65 (10d10 + 10) magical piercing damage plus 22 (4d10) damage of a type determined by Takhisis's head: acid (black), cold (white), fire (red), lightning (blue), or poison (green). Additionally, if Takhisis wishes, and the target is Huge or smaller, it is also
grappled (DC 27 escape). A target
grappled this way is also restrained and Tiamat cannot bite or use a breath weapon on another target with that head until the grapple ends.
Claw (Costs 2 Actions). Melee Weapon Attack: +19 to hit, reach 30 ft., one target. Hit: 45 (10d6 + 10) magical slashing damage, and if the target is creature, it is
grappled (escape DC 27), knocked
prone, or pushed up to 30 feet, Tiamat's choice.
Elemental Blast (Costs 2 Actions). Takhisis spits a ball of elemental energy at a creature she can see within 300 feet of her. The creature is affected as if caught in one of Takhisis head’s breath weapons except taking 49 (9d10) damage, rolling to save as usual.
Spell Casting (Cost 2 Actions). Takhisis uses one of her heads to cast a spell.
Tail Attack (Cost 2 Actions). Takhisis can make on of the following attacks.
- Tail Sting. Melee Weapon Attack: +19 to hit, reach 100 ft., one target. Hit: 45 (10d6 + 10) magical piercing damage, plus 22 (4d10) poison damage and the target is poisoned. A creature poisoned in this way looses 22 (4d10) hit points at the start of each of its turns. The target can make a saving throw at the end of each of its turns, ending this condition on itself on a success.
- Tail Slam. Melee Weapon Attack: +19 to hit, reach 100 ft., one target. Hit: 75 (10d12 + 10) magical bludgeoning damage and the target must make a DC 27 Constitution saving throw or me stunned for 1 minute. The target can make a saving throw at the end of each of its turns, ending the condition on itself on a success.
Breath Weapon (Cost 2 Actions/ Recharge 5-6 per head). One of Takhisis's heads exhales a blast of energy in a 300-foot line that is 10-feet wide. Each creature in the line must make a DC 27 Dexterity saving throw. On a failed save, the creature takes 110 (18d10) damage of a type determined by Takhisis's head: acid (black), cold (white), fire (red), lightning (blue), or poison (green). On a successful save, the creature takes half as much damage. A creature that fails the saving throw also takes 22 (4d10) ongoing elemental damage of the breathweapons type. While affected by this ongoing damage, the creature cannot concentrate, take reactions, or bonus actions. A creature can use an action to end the ongoing damage. Additionally, any magic or active spell of 9th level or lower the line crosses is dispelled.
Wing Attack (Cost 3 actions). Takhisis beats her wings. Each creature within 100 feet of Takhisis must succeed on a DC 27 Dexterity saving throw or take 55 (10d8 + 10) bludgeon damage and be knocked prone. Tiamat can then fly up to half her flying speed without provoking opportunity attacks.
ELITE ACTIONS
If Takhisis’s elite trait is active, she can use the options below as divine actions for 1 hour after using Chromatic Dragon.
Backdraft (Costs 2 Actions). Takhisis recharges one of her breath weapons.
Chromatic Flare (Costs 3 Actions). Takhisis flares with elemental energy. Each creature of the her choice in a 120-foot-radius sphere centered on her must make a DC 27 Dexterity saving throw. On a failed save, the creature takes 39 (6d12) damage of a type chosen by the aspect: acid, cold, fire, lightning, or poison. On a successful save, the creature takes half as much damage.
Chromatic Breath (Costs 7 Actions, 1/Rest). Takhisis uses all of her breath weapons in one 500-foot line that is 50 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking damage from two or more of her breath weapons on a failed save, or half as much damage on a successful one. For each target, roll a d6 twice to determine which breathweapons affect it, re-rolling duplicates.
1 - Black Dragon Head
2 - Blue Dragon Head
3 - Green Dragon Head
4 - Blue Dragon Head
5 - Red Dragon Head
6 - The target is struck by three breathweapons. Roll twice more, rerolling any 6.
This attack recharges when each of Takhisis's heads has used its breath weapon attack at least once after Takhisis has used this action. A creature reduced to 0 hit points by this attack is disintegrated.