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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.

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