Bahamut | Monster / Creature | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Bahamut

Gargantuan celestial (ttan), lawful good
Armor Class 25 (natural armor)
Hit Points 656 (32d20 + 320)
Speed 60ft Fly: 120ft Swim: 70ft Climb: 50ft

STR
30 +10
DEX
20 +5
CON
30 +10
INT
28 +9
WIS
29 +9
CHA
30 +10

Saving Throws Str + 19, Dex + 14, Con + 19, Wis + 18, Cha + 19,
Skills Insight + 18, Perception +27, Persuasion + 19, Stealth + 14, Religion + 18, History + 18, Arcana + 18, Intimidation + 19, Acrobatics + 14.
Damage Resistances psychic, force,
Damage Immunities acid, fire, lightning, cold, poison, necrotic, radiant, bludgeoning piercing and slashing form nonmagical attacks,
Condition Immunities blinded, charmed, deafened, frightened, poisoned, stunned, paralyzed, petrified
Senses blindsight 60 ft., darkvision 240 ft., truesight 240 ft., passive perception 37
Languages All
Challenge 30 (155,000 XP)


Amphibious. Bahamut can breathe air and water.   Legendary Resistance (5/Day). If the Bahamut fails a saving throw, it can choose to succeed instead.   Innate Spellcasting. Bahamut's innate spellcasting ability is Charisma. he can innately cast the following spells (spell save DC 27), requiring no material components: At will: locate objects, fear, disintegrate, banishment (duration Permanent), planar ally, conjure celestials (duration until dismissed), Guiding bolt (10D6) damage, greater Invisibility, wrathful smite (8d6), skywrite, counterspell (8th level), daylight, blade barrier, dispel evil and good, dispel magic, resurrection, greater restoration calm emotions, freedom of movement.   Plus any 8 Wizard, cleric, or paladin spells Under 5th level.   3/day each: divine word, teleport, gate, mass heal, true resurrection, power word heal, control weather, wall of force, earthquake, glibness, sunburst, illusory dragon, feeble mind.   1/day each: wish, foresight, imprisonment (20d20), true polymorph, time stop, invulnerability.   Focused mind. Bahamut doesn't need to concentrate on spells and can have up to 10 spell effects that would normally require concentration active at the same time.   Limited Magic Immunity. Unless he wishes to be affected, Bahamut is immune to spells of 6th level or lower. he has advantage on saving throws against all other spells and magical effects.   Magic Weapons. Bahamut's weapon attacks are magical.   Divine Awareness. Bahamut knows if he hears a lie.   Regeneration. Bahamut regains 30 hit points at the start of his turn.   Aura of Invulnerability. An invisible aura forms a 500-foot-radius sphere around Bahamut for as long as he lives. Any spell of 8th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher-level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells. Bahamut can use an action to suppress this trait until his concentration ends (as if concentrating on a spell). while in this Aura, allies of Bahamut have advantage on all saving throws and attack rolls, and any disease or curse is removed from creatures within the aura. and if the remains of a dead creature that died in the last 24 hour that was of a good alignment enter the aura it is resurrected within 1 hour and regain all its hit point and any negative effects it had before it died are removed.


Actions

Multiattack. Bahamut use his Frightening Presence and then makes four attacks: one with its bite and two with his claws and one with his tail, Bahamut can replace his bite attack with a breath weapon.
Bite. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 54 (8D10 + 10) piercing damage plus 36 (8D8) radiant damage.
  Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 24 (4d6 + 10) slashing damage.   Tail. Melee Weapon Attack: +19 to hit, reach 25 ft., one target. Hit: 28 (4d8 + 10) piercing damage.   Frightful Presence. Each creature Bahamut's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 27 Wisdom saving throw or become frightened for 1 minute while frightened in this way the creature is paralyzed. 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 Bahamuts's Frightful Presence for the next 24 hours.   Breath weapons. When Bahamut uses his breath weapon choose one of the options below or roll a D10.   1 Radiant Breath. Bahamut exhales radiance in a 120-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 110 (20d10) Radiant damage on a failed save and half as much on a successful save   2 Lightning Breath. Bahamut exhales lightning in a 150-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 99 (16d10) lightning damage on a failed save, or half as much damage on a successful one.   3 Fire Breath. Bahamut exhales fire in a 100-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 88 (16d10) fire damage on a failed save, or half as much damage on a successful one.   4 Acid Breath. Bahamut exhales acid in a 100-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 85 (19d8) acid damage on a failed save, or half as much damage on a successful one.   5 Cold Breath. Bahamut exhales an icy blast in a 100-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 81 (18d8) cold damage on a failed save, or half as much damage on a successful one.   6 Weakening Breath. Bahamut exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 26 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.   7 Slowing Breath. Bahamut exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 27 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.   8 Paralyzing Breath. Bahamut exhales paralyzing gas in a 90-foot cone. Each creature in that area, must succeed on a DC 27 Constitution saving throw or be paralyzed 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.   9 Sleep breath. Bahamut exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 27 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.   10 Repulsion Breath. Bahamut exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 27 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.   Change Shape. Bahamut magically polymorphs into a humanoid, beast, giant, dragon, monstrosity, or fey that has a challenge rating no higher than his own, or back into his true form. he reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (Bahamut's choice). In a new form, Bahamut retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form.

Reactions

Counterspell. when a creature casts a spell Bahamut can cast counter spell at 8th level.


 

Legendary Actions

Bahamut 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. The dragon regains spent legendary actions at the start of its turn.


Detect. The dragon makes a Wisdom (Perception) check.   Move. Bahamut moves up to his speed without provoking opportunity attacks.   Spell. Bahamut casts one of his at-will spells.
  Tail Attack. Bahamut makes a tail attack.   Wing Attack. Bahamut beats his wings. Each creature of Bahamut's choice within 50 ft. of him must succeed on a DC 25 Dexterity saving throw or take 44 (8D10) Thunder damage and be knocked prone. Bahamut can then fly up to half its flying speed.   Breath (cost 2 actions). Bahamut uses one of his breath weapons.



Created by

Noobie forger 01.

Statblock Type

Monster / Creature

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