Author |
Topic |
|
LordofBones
Master of Realmslore
1541 Posts |
Posted - 05 Dec 2024 : 13:34:56
|
TIAMAT Dark Queen of Dragons, the Avaricious, the Dragon Queen, Queen of Chaos, Nemesis of the Gods, Grandmother of All, Queen of Salt Water, Mother of Monsters, Mother of Dragons, the Undying Queen, Gatekeeper of Dis, Foe of Marduk, Bride of Apsu, the Chromatic Dragon, the Dark Lady, the Five-Headed Dragon, Bane of Bahamut, Creator of Evil Dragonkind, the Many-Mawed, Queen of Evil Dragonkind, Dragon of Many Colors and Of None Lesser Power of Baator Symbol A five-headed dragon or a red dragon before a black mountain Realm Dragonspawn Pits of Azharul/Tiamat’s Lair/Cave of Greed (Baator/Avernus) Alignment Lawful Evil Aliases Lotan, Tchazzar Superior Io Allies Apsu (dead), Cantrum (dead), the Dark Lord of Nessus and the Lords of the Nine (Bel in particular), Druaga, Hextor, Kurtulmak, Pearza, Set, Task, Zorquan Foes Aasterinian, the Annunaki (Gilgamesh [Gilgeam] and Marduk in particular), Arcanic, Astilabor, Bahamut, Bane, Falazure, Garyx, Heironeous, Hlal, Ilmater, Iyachtu Xvim (dead), Jazirian, Kalzareinad (dead), Kostchtchie, Kyuss, Lendys, Moradin, Paladine, Rais, Stratis (dead), Takhisis, Tamara Servants Amduscias, Goap, Malphas; Tchazzar (Chosen); An-Ur, Dhrakoth, Mordukhavar (children); her consorts Servitor Creatures abishai baatezu of all colors, chromatic dragons of all types, dracohydras, dragonspawn, evil draconic creatures, evil dragonets, evil drakes, evil dragon turtles, evil reptiles of all types, hellfire wyrms, kobolds, pyroclastic dragons, spawn of Tiamat Manifestations a thunderbolt carrying the effects of a chromatic dragon’s breath weapon Signs of Favor the discovery of priceless treasure including gold, silver and rare works of art (favor); the disappearance of large amounts of wealth from a hoard or secure vault (disfavor) Worshipers chromatic dragons, dragon shamans, evil dragon disciples, evil dragon lords, evil dragonfire adepts, evil dragons, evil magical beasts, evil monstrous humanoids, evil reptilian creatures, kobolds, monsters, pact-bound adepts, sorcerers that claim descent from dragons, those who hate and fear the Annunaki Cleric Alignments LE, LN, NE Specialty Priests Wyrmkeeper Holy Days Festival of Vengeance Important Ceremonies the Rite of Respect, the Tithing Portfolio Chessenta, chromatic dragons, evil dragons, evil reptiles, greed Domains Avarice, Baator, Chromatic Dragon, Destruction, Dragon, Evil, Greed, Law, Pride, Scalykind, Tyranny, Wrath Favored Weapon bite
TIAMAT LE Colossal+ Dragon (Evil, Extraplanar, Lawful) Virtual Age Category 20 Divine Rank 10 Init +10 (+2 Dex, +8 Superior Initiative); Senses 10-mile-radius; Listen +115, Spot +115; keen senses, all-around vision; remote sensing (5 locations), portfolio sense Aura awesome presence (Will DC 83), chromatic presence, divine aura (1000 ft, Will DC 64), frightful presence (200 ft, Will DC 83); Languages can communicate with any living creature; Dark Speech ____________________________________________________________________________________________________________
AC 92, touch 27, flat-footed 90 (-8 size, +21 deflection, +2 Dex, +10 divine, +65 natural) hp 2,240 (64d12 plus 1,472), divine shield 26/day (100 hp); DR 30/epic, good and adamantine Immune ability damage, ability drain, acid, antimagic, banishment, cold, critical hits, death effects, disease, disintegration, electricity, energy drain, fire, flanking, imprisonment, mind-affecting effects, paralysis, poison, sleep, sneak attacks, stunning, turning and rebuking, transmutation Resist sonic 30; SR 72 Fort +67 Ref +46 Will +62 ____________________________________________________________________________________________________________
Speed 180 ft., fly 360 ft. (clumsy) Melee 5 bites +102/+97/+92 (12d6 + 39 plus 6d6 acid, cold, electricity or fire/19-20/x2 + 1d6 plus 12d6 acid, cold, electricity or fire plus death [Fort DC 71 negates]) and Melee 2 claws +95 (4d8 + 14 plus rend/20/x2) and Melee 2 wings +95 (4d6 + 14/20/x2) and Melee tail slap +95 (4d8 + 14 plus constrict plus poison [Fort DC 75, 5d6 Con/death]/20/x2) or Melee spell +95 or Ranged spell +68 Space 30 ft.; Reach 20 ft. Base Atk +64; Grp +119 Atk Options crush (8d6 + 43; Ref DC 85; Huge and smaller creatures only), destructive smite 10/day (+4 atk, +64 dmg), divine blast 21/day (10 miles, 25d12 damage), poison (injury, Fort DC 75, 5d6 Con/death), rend (8d8 + 24), tail constrict (4d8 + 43), tail sweep (4d6 + 43; Ref DC 85; 40 ft.); Adroit Flyby Attack, Arcane Strike, Awesome Blow, Cleave, Dire Charge, Flyby Attack, Great Cleave, Improved Combat Reflexes, Improved Snatch, Power Attack Special Actions alter reality, avarice 10/day (determine the most valuable item within 30 ft.), breath weapons (44d10 damage acid, cold, electricity, or fire; Reflex DC 87 half; Clinging Breath, Enlarge Breath, Heighten Breath, Lingering Breath, Maximize Breath, Quicken Breath, Recover Breath, Shape Breath, Split Breath, Spreading Breath, Tempest Breath), chilling mist at will, chromatic dragon breath 10/day (breath weapon 60 ft. line or 30 ft. cone; 10d6 acid, cold, electricity or fire damage; Ref DC 63 half), corrupt water at will (Will DC 83), create or destroy water at will (Will DC 83), charm reptiles at will (Will DC 32), freezing breath at will, freezing fog at will, pride 10/day (reroll any ‘1’ on a save and keep the second result), sound imitation (Will DC 83), rebuke or command reptiles 24/day as a 64th level cleric (turning check +21, turning damage +85), subtle taint at will (Will DC 83), wrath 10/day (up to -64 Wis and +32 Str for 64 rounds); Hover, Rapid Metamagic, Wingstorm, Wingover Combat Gear amulet of supremacy
Spell-like Abilities (CL 64th; +1 evil and law spells) At will – acid fog, animal growth* (DC 46), animal shapes*, animal trance* (DC 44), antipathy (DC 51), aura of terror (DC 48), bane (DC 43), bigby’s grasping hand, blasphemy (DC 48), bull’s strength, call lightning storm (DC 36; as though cast during a thunderstorm or similarly adverse weather), calm emotions (DC 44), cause fear (DC 42), cheat, claws of darkness (DC 44), cloudkill (DC 36), command (DC 43), command plants (DC 34), commune with nature, confusion (DC 35), contagion (DC 44), control weather, create undead, creeping doom (tiny snakes), darkness (200 ft. radius), deeper darkness, demand (DC 50), desecrate, detect thoughts (DC 44), dictum (DC 48), discern lies (DC 44), discern location, disguise self, disintegrate (DC 48), dispel chaos (DC 46), dispel good (DC 46), divine power, dominate monster (DC 51), dominate person (DC 48), dragon ally, eagle’s splendor, earthquake (DC 49), entangle (DC 33), enthrall (DC 43), entice gift (DC 43), eyebite (DC 47), fabricate, fear (DC 45), find the path, fire trap (DC 45), fog cloud, forbiddance (DC 47), fox’s cunning, geas/quest, guards and wards, greater command (DC 47), greater heroism, greater magic fang, greater shout (DC 49), greater stunning breath, gust of wind (DC 43), hallucinatory terrain (DC 35), harm (DC 47), heroism, hold monster (DC 48), hypnotism (DC 43), implosion (DC 50), imprisonment (DC 50), inflict critical wounds (DC 45), inflict light wounds (DC 42), insect plague, invisibility, locate object, knock, leomund’s secret chest, locate object, magic circle against chaos, magic circle against good, magic fang, mass charm monster (DC 50), mass fox’s cunning, mass inflict light wounds (DC 46), mass reduce person (DC 45), mass suggestion (DC 50), mirage arcana (DC 36), order’s wrath (DC 45), phantasmal thief, plant growth, poison (DC 45), protection from chaos, protection from good, rage, rebuking breath, repulsion (DC 48), resist energy, rhino’s rush, righteous might, sequester (DC 48), shapechange, shatter (DC 43), shield of law (DC 49), shout (DC 45), shrink item (DC 44), song of discord (DC 48), spell immunity, spell resistance, sticky fingers, stinking cloud (DC 34), stoneskin, storm of vengeance (DC 50), suggestion (DC 47), summon monster III (lawful evil creatures only), summon monster V (lawful evil creatures only), summon monster VII (lawful evil creatures only), summon monster IX (lawful evil, lawful or evil creatures only), symbol of fear (DC 47), sympathy, telekinesis (DC 46), teleport object (DC 48), tenser’s transformation, treasure scent, true seeing, unholy aura (DC 49), unholy blight (DC 45), veil (DC 37), ventriloquism (DC 32), voice of the dragon, wall of ice, waves of exhaustion, weird (DC 50) *ophidian and reptilian creatures only
Sorcerer Spells per Day (CL 51st or 61st vs SR; +1 evil and law spells) 21st (3/day) – DC 74 or 75 for enchantment [compulsion] spells 20th (3/day) – DC 73 or 74 for enchantment [compulsion] spells 19th (3/day) – DC 72 or 73 for enchantment [compulsion] spells 18th (3/day) – DC 71 or 72 for enchantment [compulsion] spells 17th (4/day) – DC 70 or 71 for enchantment [compulsion] spells 16th (4/day) – DC 69 or 70 for enchantment [compulsion] spells 15th (4/day) – DC 68 or 69 for enchantment [compulsion] spells 14th (4/day) – DC 67 or 68 for enchantment [compulsion] spells 13th (5/day) – DC 66 or 67 for enchantment [compulsion] spells 12th (5/day) – DC 65 or 66 for enchantment [compulsion] spells 11th (5/day) – DC 64 or 65 for enchantment [compulsion] spells 10th (5/day) – DC 63 or 64 for enchantment [compulsion] spells 9th (9/day) – DC 62 or 63 for enchantment [compulsion] spells 8th (10/day) – DC 61 or 62 for enchantment [compulsion] spells 7th (10/day) – DC 60 or 61 for enchantment [compulsion] spells 6th (10/day) – DC 59 or 60 for enchantment [compulsion] spells 5th (10/day) – DC 58 or 59 for enchantment [compulsion] spells 4th (11/day) – DC 57 or 58 for enchantment [compulsion] spells 3rd (11/day) – DC 56 or 57 for enchantment [compulsion] spells 2nd (11/day) – DC 55 or 56 for enchantment [compulsion] spells 1st (11/day) – DC 54 or 55 for enchantment [compulsion] spells Cantrips (6/day) – DC 53 or 54 for enchantment [compulsion] spells
Sorcerer Spells Known 9th – absorption, burst of glacial wrath (DC 62), deafening breath, detonate (DC 62), energy drain (DC 62), mass hold monster (DC 63), reality maelstrom (DC 62). 8th – breath weapon admixture, greater arcane fusion, greater bestow curse (DC 61), greater celerity, greater familiarity of place, nybor’s wrathful castigation (DC 62), soul’s treasure lost (DC 61). 7th – animate breath, antimagic ray (DC 60), arcane spellsurge, finger of death (DC 60), glorious master of the elements, prismatic spray (DC 60), spell turning. 6th – aura of terror, chain lightning (DC 59), entomb (DC 59), greater anticipate teleportation, greater dispel magic, haze of smoldering stone (DC 59), primal speed. 5th – arcane fusion, baleful polymorph (DC 58), cyclonic blast (DC 58), dispelling breath, ethereal breath, everlasting terror (DC 53), fleshshiver (DC 58), insidious suggestion (DC 59), unstoppable energy. 4th – alliance undone, assay spell resistance, blinding breath, curse of the elemental lords (DC 57), damning darkness, primal senses, touch of the blackened soul, wall of scales (DC 57), wings of flurry (DC 57). 3rd – adoration of the frightful, avoid planar effects, body blaze, brittleskin (DC 56), caustic smoke (DC 56), deadly spray, dread word (DC 56), energy vulnerability (DC 56), legion’s curse of impending blades. 2nd – battering ram, blast of force (DC 55), choke (DC 55), darkbolt (DC 55), mesmerizing glare (DC 56), nybor’s gentle reminder (DC 56), razorfangs, scale weakening, scintillating scales, wings of cover. 1st – accelerated movement, appraising touch, breath flare, familiarity of place, hoard gullet, lesser shivering touch, magic missile, nerveskitter, sonic blast (DC 54), true strike, wings of swift flying. Cantrips – acid splash, arcane mark, dancing lights, detect magic, electric jolt, mage hand, message, prestidigitation, unnerving gaze (DC 53).
Epic Spells per Day 6 arcane, up to Spellcraft DC 113; Epic Spells Known animus blast, animus blizzard, damnation, dragon knight, dragon strike, greater ruin, hellball, living lightning, ruin, soul dominion. Tiamat has further developed many spells to advance the cause of chromatic dragonkind and to plunder the wealth of worlds. ____________________________________________________________________________________________________________
Abilities Str 69, Dex 15, Con 56, Int 46, Wis 46, Cha 52 SQ avatar, blindsense, divinity, icewalking, immortality, keen senses, tyranny (+1 DC of enchantment [compulsion] spells), water breathing Feats Ability Focus (breath weapon), Adroit Flyby Attack, Arcane Strike, Awesome Blow, Cleave, Clinging Breath, Combat Reflexes, Dark Speech (B), Dragon Magic (B), Empower Spell, Empower Spell-like Ability (B), Enlarge Breath, Flyby Attack, Great Cleave, Heighten Breath, Hover, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Multiattack, Improved Natural Attack (bite), Improved Rapidstrike (bite), Improved Snatch, Lingering Breath, Maximize Breath, Maximize Spell-like Ability (B), Multiattack, Power Attack, Quicken Breath, Rapid Metamagic, Rapidstrike (bite), Recover Breath, Shape Breath, Snatch, Split Breath, Spreading Breath, Tail Constrict, Tempest Breath, Twin Spell, Weapon Focus (bite), Wingstorm, Wingover Epic Feats Devastating Critical (bite), Dire Charge, Enhance Spell, Epic Spellcasting (B), Epic Weapon Focus (bite), Improved Combat Reflexes, Intensify Spell, Overwhelming Critical (bite), Superior Initiative Salient Divine Abilities Alter Form, Arcane Knowledge, Battlesense, Breath of Doom (unique salient divine ability), Call Creatures (10 evil dragons of 30 HD or less), Dark Queen of Dragons (unique salient divine ability), Divine Spellcasting, Divine Weapon Focus (bite), Divine Weapon Specialization (bite), Dragon God (new universal salient divine ability), Grow Creature (10 evil dragons), Irresistible Blows (Fort DC 76), Mother of Monsters (unique salient divine ability), Shift Form Skills Appraise +97, Bluff +98, Concentration +100, Diplomacy +122, Escape Artist +79, Forgery +81, Gather Information +64, Hide +79, Intimidate +106, Jump +106, Knowledge (arcana, dungeoneering, local, nobility and royalty, religion, the planes) +95, Listen +115, Move Silently +79, Open Lock +22, Pick Pocket +23, Search +115, Sense Motive +95, Spellcraft +103 (+111 scrolls), Spot +115, Swim +106, Use Magic Device +98; Domain +2 competence bonus to Appraise, Open Lock and Pick Pocket Possessions amulet of supremacy
Alter Reality Tiamat is an embodiment of divine power and reality is hers to alter as she sees fit. This effectively functions as the wish spell that costs her no XP and requires a standard action to implement. In effect, this allows Tiamat to duplicate any effect as long as it relates to her area of influence. For example, she can duplicate any class skill, ability or spell that relates to greed or dragons. She can summon chromatic dragons, sense any treasure ever taken from a dragon’s hoard, bring forth any treasure ever hoarded by a chromatic dragon and twist even the most altruistic of intentions into lust for wealth, or manifest any unique power or ability wielded by an evil dragon.
The Dark Queen of Dragons can create temporary, nonmagical objects, magic items or creatures for up to 10 hours, and can also create permanent nonmagical objects. She can also render a magical or supernatural effect permanent and reshape landscapes. The limits to these abilities are fully defined in Deities and Demigods.
Alter Size As a free action, Tiamat can assume any size from Fine to Colossal. She also can change the size of up to 1000 pounds of objects she touches.
Avatar Tiamat can have up to five avatars at any given time. She has favored two forms throughout Unther’s long history: the Dark Lady and the Chromatic Dragon. In the wake of her recent setbacks and in view of her future plots, the Dragon Queen has developed a third form knows as the Undying Queen.
The Dark Lady appears as a human sorceress with long, dark hair and dark robes. She has a fey beauty, a seductive smile, and totally black eyes.
The Chromatic Dragon is a nightmarish amalgamation of a monstrous draconic body on four stubby legs that has five writhing necks and heads, each corresponding to one of the species of chromatic dragons. Each head’s color runs the length of the neck and into the forepart of her body as strips, gradually blending to three stripes of gray, blue-green, and purple over her back and hindquarters, then merging into a muddy dark brown tail. Her underbelly and legs are greenish white fading into her upper body colors. Traditionally Tiamat’s heads are colored red, green, blue, black, and white, but in fact the Chromatic Dragon can have many different subsets of heads, as long as there are no more than five total, each head’s color and powers are unique, and each corresponds to an evil chromatic dragon species found in the sphere she is manifesting in. For example, other known colors manifested by the Chromatic Dragon have included yellow and brown. In Chessenta, the Chromatic Dragon typically manifests as a red dragon.
The Undying Queen is an undead manifestation of the Chromatic Dragon, a sort of multiheaded dracolich. It has skeletal wings and glowing points of light floating in shadowy eye sockets rather than normal draconic eyes.
Awesome Presence (Ex) The mere sight of Tiamat overwhelms weak minds. Whenever she attacks, charges, or flies overhead, creatures within range with less than 64 Hit Dice that see her take a –5 penalty on Will saves against the Dark Lady's spells and other abilities for 4d6 rounds. Creatures with 4 or fewer Hit Dice are also dazed for 1 round. A successful Will save (DC 83) negates this effect and renders the creature immune to Tiamat’s awesome presence for 24 hours. Creatures with an Intelligence of 2 or less are immune to this effect.
Breath of Doom (unique salient divine ability) Each of Tiamat's heads has the breath weapon of the chromatic dragon caste they correspond to and deals 44d10 points of damage of the associated energy type in a 400 ft. cone or 800 ft. line. The saving throw DC of any of her breath weapons and their secondary effects is 87 and she can further manipulate her breath weapon in the following methods:
Acid Pool: Tiamat’s black dragon head can use its breath weapon to create an acid pool as a standard action. This acid pool has a radius of 100 ft. When an acid pool is created, anyone inside its area takes 44d10 points of acid damage (Reflex half). Any creature that starts its turn touching this pool takes damage but can make a Reflex save for half. Each round, the total damage dice of the pool is halved (22d10 round 2, 11d10 round 3, 5d10 round 4, 2d10 round 5, 1d10 round 6) until the result would be less than 1d10. The acid pool floats on water, and deals damage to anything on the surface.
Blizzard: Tiamat’s white dragon head can use its breath weapon to create a blizzard in the area around her as a standard action. This creates heavy snow conditions in a 140-foot radius for 1 minute, centered on the Dragon Queen. Visibility is heavily reduced, making Search and Spot checks impossible, and the piercing cold deals 44d10 cold damage to every creature except Tiamat every turn until the blizzard ends. Tiamat’s own senses are unaffected by her blizzard.
Melt Earth and Stone: Tiamat’s red dragon head can use its breath weapon to melt earth and rock at a range of 100 feet, affecting an area of 90 ft. radius. The area becomes lava to a depth of 10 feet. Any creature in contact with the lava takes 44d10 fire damage on the first round, half on the second, and none thereafter as the lava hardens and cools. If used on a wall or ceiling, treat this ability as an avalanche that deals fire damage.
Miasma: Tiamat’s green dragon head can use its breath weapon to create a cloud of acid as a standard action that deals damage to any creature inside it. The cloud moves with the dragon and has a radius equal to her frightful presence. When it’s created, anyone inside this area takes 44d10 acid damage, with a Reflex save for half damage. The number of damage dice rolled is halved each round until the result would be less than 1d10. Any creature that starts its turn inside the cloud takes damage but can make a Reflex save for half.
Storm Breath: Tiamat’s blue dragon head can use its breath weapon to create a storm of lightning. This functions as call lightning storm but the damage is 44d10. Tiamat can call down 1 bolt per round as a free action for 1d10 rounds. Additional uses of this ability extend the duration by an additional 1d10 rounds.
Tiamat also possesses the unique ability to lace her breath weapons with pure unholy power. By adding +7 rounds to the recharge time of her breath weapon, she can add an equal amount of unholy damage; this damage results from divine power and is not subject to elemental resistance. Good dragons suffer double damage from the effect.
Breath Weapon (Su) 400 ft. cone or 800 ft. line; each head once every 1d4 rounds; 44d10 acid, cold, electricity, or fire damage; Reflex DC 87 half. Creatures that take damage from her breath weapon also suffer the secondary effects of the associated presence.
Charm Reptiles (Sp) At will, Tiamat can create a mass charm effect (DC 32) that affects only reptilian animals. She can communicate with any charmed reptiles as though casting a speak with animals spell.
Chilling Mist (Sp) Tiamat can use chilling mist at will. This functions as an obscuring mist spell, but any creature within the area of the mist at the end of its turn also takes 51 points of cold damage.
Chromatic Presence (Su) Tiamat is shrouded in a subtle chromatic aura that extends to a radius of 30 feet around her. Each creature within range suffers 10d6 acid, cold, fire or electrical damage as she decides. Creatures that take acid damage are nauseated, that take cold damage are stunned, that take electrical damage are dazed and that take fire damage are blinded for 1 round unless they succeed at a Fortitude save (DC 87). She can suppress this ability as a free action.
Corrupt Water (Sp) Tiamat can stagnate 10 cubic feet of water within 600 ft., making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC 83) or become fouled.
Create/Destroy Water (Sp) Tiamat can use the create water spell at will, except that she can decide to destroy water instead of creating it, which automatically spoils unattended liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC 83) or be ruined.
Crush (Ex) Tiamat can land on opponents of Huge size or smaller when flying or jumping as a standard action, using her whole body to crush them. Creatures in the affected area must succeed on a Reflex save (DC 85) or be pinned, automatically taking 8d6 + 43 bludgeoning damage during the next round unless she moves off them. Pinned opponents take damage from the crush each round if they don’t escape.
Dark Queen of Dragons (unique salient divine ability) Tiamat is Io’s dark daughter, brought forth as midwife of the castes of the chromatic dragons. She is their mother, their matriarch, their tyrant and the pinnacle of all that they aspire to be.
In her true form, Tiamat’s five heads represent the five most populous chromatic dragon species. Tiamat can bite with all her heads, even if she moves or charges during a round. Instead of biting, each head can use a breath weapon or a spell-like ability as a standard action. Tiamat can cast one spell each round per head, which counts as a standard action for one of her heads (not counting quickened spells). Her 5 heads grant her all-around vision and a +20 racial bonus to Listen, Spot and Search checks, and each of Tiamat’s heads deals an additional +6d6 damage corresponding to its breath weapon with its bite attacks.
Furthermore, the Chromatic Queen possesses the immunities and resistances of the five chromatic dragon castes as well as their extraordinary, supernatural and spell-like abilities, which she can use at will. She also possesses the variant abilities for each chromatic dragon type as well as the awesome and fiendish presence abilities as described in Dragon Magic.
Finally, the damage dealt by her white head’s breath weapon advances at the same rate as her other heads.
Divine Blast Tiamat can create a ray of divine power that extends for up to 10 miles, dealing up to 31d12 points of damage, as a ranged touch attack with no saving throw. Tiamat can unleash a divine blast 24 times per day, and alter the visual, auditory and sensation-based qualities of her divine blast as she desires. Tiamat’s divine blasts generally take the form of elemental blasts similar to a chromatic dragon's breath weapon.
Divine Shield As a free action 26 times per day, Tiamat can create a shield that lasts 10 minutes and stops 100 points of damage from attacks. Once the shield stops that much damage, it collapses. Any damage Tiamat is naturally immune to does not count towards the shield’s limits.
Fiendish Presence (Su) The profane horror within the Dragon Queen’s soul permeates her surroundings, warping those who don't share her evil nature. Whenever she attacks, charges, or flies overhead, non-evil creatures within range that have fewer Hit Dice than her 40 points of damage and are sickened for 1 round. Non-evil creatures with 4 or fewer Hit Dice instead become sickened for 2d4 rounds. A successful Fortitude save (DC 83) halves the damage, negates the sickened effect, and renders the creature immune to Tiamat's fiendish presence for 24 hours.
Freezing Breath (Su) Tiamat is exceptionally adept at hindering her quarry with her breath weapon, making it difficult for prey to escape through a hail of ice and snow. At will, she can choose to apply this effect to her normal breath weapon. Any creature that takes damage from that use of the breath weapon must succeed on a Fortitude save (DC 85) or be slowed (as per the slow spell) for 1 round.
Freezing Fog (Sp) At will, Tiamat can create an effect analogous to the solid fog spell that also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell (DC 36).
Icewalking (Ex) This ability works like the spider climb spell, but the surfaces Tiamat climbs must be icy. It is always in effect.
Mother of Monsters (unique salient divine ability) Among the Annunaki, Tiamat is the Nemesis of the Gods. Many of the monsters that terrorize the worlds ruled by the Annunaki and have spread elsewhere claim descent from the original abominations wrought by the Mother of Monsters when she warred against Marduk and his kin all those eons ago.
As a full round action, Tiamat can create humanoids, monstrous humanoids and magical beasts to a maximum of 100 Hit Dice (or 200 Hit Dice in Baator) per day. Each creature can have no more than up to 32 Hit Dice at the moment of its creation. She can choose the creature’s subtype, special abilities and defenses, grant the creature class levels, and otherwise manipulate its physiology as she sees fit.
Creatures brought forth by Tiamat in such a manner gain the Monster of Legend template as exemplars of their kind. They are unfailingly loyal to her and see her as queen and mother. The Grandmother of All can further manipulate these creatures by applying any non-undead template to them at the moment of their creation, although she is exhausted for 1 hour for every point of level adjustment bestowed by the template.
Poison (Ex) Injury, Fortitude DC 75, initial and secondary damage 5d6 Con/death. The save DC is Constitution-based.
Rend (Ex) If Tiamat hits with both claw attacks, she latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 8d8 + 19 points of damage.
Sound Imitation (Ex) Tiamat can mimic any voice or sound she has heard, anytime she likes. Listeners must succeed on a Will save (DC 83) to detect the ruse.
Subtle Taint (Sp) Tiamat can taint up to 1 gallon of water or other liquid with a simple touch. This ability makes any liquid poisonous (the equivalent of arsenic) for 1 hour. Any liquid-based magic item (such as a potion) must succeed on a Will save (DC 83 or become poisonous, though this doesn't eliminate the item's normal effect. Liquids tainted in this way appear and taste the same as before, giving no indication that they are poisoned until consumed.
Water Breathing (Ex) Tiamat can breathe underwater indefinitely and can freely use her breath weapon, spells, and other abilities while submerged.
Possessions Tiamat wears an amulet of supremacy. The Dragon Queen’s hoard is estimated to be the worth of entire worlds and she can obtain almost any sort of magical equipment, including minor artifacts and even a few major artifacts.
Other Divine Powers As a lesser power, Tiamat may take 10 on any check. Tiamat treats a 1 on an attack roll or saving throw normally and not as an automatic failure. She is immortal. Senses Tiamat can see (using normal vision or darkvision), hear, touch, and smell at a distance of 10 miles. As a standard action, she can perceive anything within ten miles of her worshippers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to five locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations at once for ten hours. Portfolio Sense Tiamat senses any act or event involving acts of greed and avarice or the nation of Chessenta, or any act taken by a chromatic dragon, as long as the event in question affects at least five hundred people. Automatic Actions Tiamat can use any skill associated with her portfolio as a free action whether or not she has ranks in it, as long as the DC for the task is 20 or lower. Tiamat cannot do anything as a free action if the task would be a move action or part of a move action. She can perform up to five such free actions each round. Create Magic Items Tiamat can create any kind of magic item that affects or enhances evil dragons or promotes greed as long as the item's market price does not exceed 30,000 gp.
NEW SALIENT DIVINE ABILITY DRAGON GOD Prerequisites: Virtual Age Category 13, member of the draconic pantheon Benefit: The deity’s breath weapon continues advancing in strength with its age category, even non-standard breath weapons such as negative levels and ability drain. The deity adds half its Virtual Age Category to the DC of its breath weapon and frightful presence (or the equivalent), and its base sorcerer caster level. The deity’s caster level for its racial spell-like abilities is equal to its Hit Dice.
The deity’s metabreath feats count as the equivalent metamagic feats and vice-versa (Enlarge Spell for Enlarge Breath and Heighten Spell for Heighten Breath, for example). This allows the deity to qualify for any feat or ability requiring the equivalent metabreath or metamagic feat.
The deity gains bonus feats equal to half its Virtual Age Category. In addition, if the deity has the Divine Spellcasting salient divine ability, then it can swap out the Improved Spell Capacity feats it gets from epic dragon advancement for any other feat it qualifies for. Suggested Portfolios: dragons, dragonkind
NEW FEAT DRAGON MAGIC [GENERAL] [Dragon #308] You learn to master powerful magic that normally only dragons use. Prerequisite: Caster level 3rd+, Intelligence 13+, Charisma 15+, Speak Language (Draconic) Benefit: You can learn spells with the Dragon Magic component, normally unavailable to non-dragons. Non-dragons with this feat are often called dragon mages. Special: Dragons gain this feat for free.
NEW SPELLS Deadly Spray [Dragon Magazine 308 24] Transmutation Level: Cleric 3, Sorcerer/Wizard 3, Components: V, S, Dragon Magic Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute / level Once this spell is cast, any time the caster creates an effect that is a line (such as lightning bolt), he can spray it back and forth causing it to be a cone effect. The choice between making the attack a line or a cone is up to the caster and can change from round to round.
Everlasting Terror [Dragon Magazine 308 23] Enchantment (Compulsion) [Fear, Mind-affecting] Level: Sorcerer/Wizard 5 Components: V, S, Dragon Magic Casting Time: 1 standard action Range: Long (400 ft + 40 ft / level) Target: One creature Duration: Permanent; see text Saving Throw: Will negates Spell Resistance: Yes Dragons are fearsome creatures and know much about inflicting terror. This spell causes one creature already panicked by dragon fear to be permanently afraid of that dragon. Whenever the target comes within range of the dragon, he suffers a -2 morale penalty on saves, and flees from the dragon for 1d6 rounds (or until he is out of the range of this spell, whichever is longer). A panicked creature has a 50% chance to drop whatever it is holding, chooses the closest path that leads away from the dragon (as long as it does not lead to immediate danger), and flees at maximum speed. If a panicked creature is cornered and cannot flee, it cowers in fear.
Familiarity of Place [Dragon Magazine 308 23] Divination Level: Cleric 1, Sorcerer/Wizard 1 Components: V, S, Dragon Magic Casting Time: 1 standard action Range: 0 feet Effect: 10 ft-radius / level Duration: 1 minute / level Saving Throw: No Spell Resistance: Yes (harmless) The caster attunes himself to the affected area. The caster gains a +1 luck bonus to all saves while within the affected area.
Familiarity of Place, Greater [Dragon Magazine 308 23] Divination Level: Cleric 8, Sorcerer/Wizard 8 Duration: Permanent As familiarity of place, except as noted above and the luck bonus is +1 plus an additional +1 per five caster levels. Further, as a standard action, while the caster is in the affected area, has a 3% chance per caster level to be able to know the location (distance and direction) and identity (name, race, and level) of any creature within the affected area, roll the chance separately for each creature, rerolling only if the creature leaves the area and then returns. Any spell that protects creatures from divination spells, also protect from this one.
|
Edited by - LordofBones on 05 Dec 2024 13:43:17
|
|
eldritchq
Acolyte
Canada
2 Posts |
Posted - 05 Dec 2024 : 22:06:52
|
Thank you for this amazing holiday present! |
|
|
The Sage
Procrastinator Most High
Australia
31792 Posts |
|
Delnyn
Senior Scribe
USA
975 Posts |
Posted - 08 Dec 2024 : 22:03:02
|
And any creature killed by Tiamat becomes an abishai the round after. Tiamat chooses the type of abishai. |
|
|
buffwealth
Acolyte
USA
1 Posts |
Posted - 10 Dec 2024 : 07:39:18
|
This is a very impressive piece of work! It inspires me to apply it in my own campaigns, with credit of course. |
|
|
sleyvas
Skilled Spell Strategist
USA
11850 Posts |
Posted - 10 Dec 2024 : 13:11:57
|
quote: Originally posted by Delnyn
And any creature killed by Tiamat becomes an abishai the round after. Tiamat chooses the type of abishai.
That little overstep would likely get Tiamat killed by other gods if she effectively steals the soul of anyone she kills, thereby depriving them from the gods that would normally get them. Now, if it were any evil being she kills... I don't see good gods banding together to stop that, nor do I see evil gods banding together to stop it either. If the abishai were to die and as a result roll into the Hells hierarchy as a lemure then it would even more ensure that the other devil's may protect this ability in Tiamat (so that in effect, becoming an abishai initially is a promotion.. and if they die they get demoted). |
Alavairthae, may your skill prevail
Phillip aka Sleyvas |
Edited by - sleyvas on 10 Dec 2024 13:26:24 |
|
|
DoveArrow
Learned Scribe
123 Posts |
Posted - 10 Dec 2024 : 17:16:13
|
Oh man. I remember crafting those 3.5 stat blocks. This took you what... 2 hours? |
|
|
LordofBones
Master of Realmslore
1541 Posts |
Posted - 12 Dec 2024 : 09:53:59
|
quote: Originally posted by DoveArrow
Oh man. I remember crafting those 3.5 stat blocks. This took you what... 2 hours?
Nah, the base chassis (feats, class levels, etc) takes me a few hours. It's the other stuff, like spell lists and unique abilities, that takes more time. I like to customize my deities, so it's a bit more time-intensive. |
|
|
Delnyn
Senior Scribe
USA
975 Posts |
Posted - 16 Dec 2024 : 23:55:32
|
quote: Originally posted by sleyvas That little overstep would likely get Tiamat killed by other gods if she effectively steals the soul of anyone she kills, thereby depriving them from the gods that would normally get them. Now, if it were any evil being she kills... I don't see good gods banding together to stop that, nor do I see evil gods banding together to stop it either. If the abishai were to die and as a result roll into the Hells hierarchy as a lemure then it would even more ensure that the other devil's may protect this ability in Tiamat (so that in effect, becoming an abishai initially is a promotion.. and if they die they get demoted).
Your suggested adjustment to restrict to evil victims sounds fair. Perhaps she has done so mostly with demons and yugoloth mercenaries invading Avernus in the Blood War. Conscripting troops from the enemy sounds like a baatezu tactic. Your "demotion after death" is a delightful bonus. |
|
|
Delnyn
Senior Scribe
USA
975 Posts |
Posted - 17 Dec 2024 : 00:00:47
|
Would it be reasonable to stat Tiamat's five consorts as half-fiend advanced chromatic great wyrms (4 to 7 age categories)? |
|
|
LordofBones
Master of Realmslore
1541 Posts |
Posted - 17 Dec 2024 : 03:19:57
|
quote: Originally posted by Delnyn
Would it be reasonable to stat Tiamat's five consorts as half-fiend advanced chromatic great wyrms (4 to 7 age categories)?
I'd honestly make them her proxies, too. |
|
|
|
Topic |
|
|
|