D&D 5E - The Rise of Tiamat
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Frightful Presence. Each creature o f Tiam at’s choice that is
within 240 feet o f Tiamat and aware o f her must succeed on
a DC 26 W isdom saving throw or become frightened for 1
minute. A creature can repeat the saving throw at the end o f
each o f its turns, ending the effect on itself on a success. If a
creature’s saving throw is successful or the effect ends for it,
the creature is immune to Tiamat's Frightful Presence for the
next 24 hours.
L e g e n d a r y A c tio n s_________________________
Tiamat can take 5 legendary actions, choosing from the
options below. Only one legendary action option can be used
at a time and only at the end o f another creature’s turn. Tiamat
regains spent legendary actions at the start o f her turn.
Tiam at’s legendary action options are associated with her
five dragon heads (a bite and a breath weapon for each). Once
Tiamat chooses a legendary action option for one of her heads,
she can’t choose another one associated with that head until
the start o f her next turn.
Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target.
Hit: 32 (4dl0 + 10) slashing damage plus 14 (4d6) acid
damage (black dragon head), lightning damage (blue dragon
head), poison damage (green dragon head), fire damage (red
dragon head), or cold damage (white dragon head).
Black Dragon Head: Acid Breath (Costs 2 Actions). Tiamat
breathes acid in a 120-foot line that is 10 feet wide. Each
creature in that line must make a DC 27 Dexterity saving
throw, taking 67 (15d8) acid damage on a failed save, or half
as much damage on a successful one.
Blue Dragon Head: Lightning Breath (Costs 2 Actions). Tiamat
breathes lightning in a 120-foot line that is 10 feet wide. Each
creature in that line must make a DC 27 Dexterity saving
throw, taking 88 (16dl0) lightning damage on a failed save,
or half as much damage on a successful one.
Green Dragon Head: Poison Breath (Costs 2 Actions). Tiamat
breathes poisonous gas in a 90-foot cone. Each creature
in that area must make a DC 27 Constitution saving throw,
taking 77 (22d6) poison damage on a failed save, or half as
much damage on a successful one.
Red Dragon Head: Fire Breath (Costs 2 Actions). Tiamat
breathes fire in a 90-foot cone. Each creature in that area
must make a DC 27 Dexterity saving throw, taking 91 (26d6)
fire damage on a failed save, or half as much damage on a
successful one.
White Dragon Head: Cold Breath (Costs 2 Actions). Tiamat
breathes an icy blast in a 90-foot cone. Each creature in that
area must make a DC 27 Dexterity saving throw, taking 72
(16d8) cold damage on a failed save, or half as much damage
on a successful one.
A p p e n d i x B: M a g i c It e m s
D r a a k h o r n
Wondrous item, unique
The Draakhorn was a gift from Tiamat in the war
between dragons and giants. It was once the horn of her
ancient red dragon consort, Ephelomon, that she gave to
dragonkind to help them in their war against the giants.
The Draakhorn is a signaling device, and it is so large
that it requires two Medium creatures (or one Large or
larger) to hold it while a third creature sounds it, making
the earth resonate to its call. The horn has been blasted
with fire into a dark ebony hue and is wrapped in bands
of bronze with draconic runes that glow with purple
eldritch fire.
The low, moaning drone of the Draakhorn discomfits
normal animals within a few miles, and it alerts all
dragons within two thousand miles to rise and be wary,
for great danger is at hand. Coded blasts were once
used to signal specific messages. Knowledge of those
codes has been lost to the ages.
Those with knowledge of the Draakhorn’s history
know that it was first built to signal danger to chromatic
dragons—a purpose the Cult of the Dragon has
corrupted to call chromatic dragons to the Well of
Dragons from across the North.
See area 8, “The Draakhorn" for the item’s
game effects.
D r a g o n t o o t h D a g g e r
Weapon, rare
A dagger fashioned from the tooth of a dragon. While
the blade is obviously a fang or predator’s tooth, the
handle is leather wrapped around the root of the tooth,
and there is no cross-guard.
You gain a +1 bonus to attack rolls and damage rolls
you make with this weapon. On a hit with this weapon,
the target takes an extra ld 6 acid damage.
D ra co n ic Potency. Against enemies of the Cult of
the Dragon, the dagger’s bonus to attack rolls and
damage rolls increases to +2, and the extra acid damage
increases to 2d6.