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Published by goroiamanuci, 2023-03-19 11:29:56

Better Greatwyrms _ GM Binder

Better Greatwyrms _ GM Binder

Better Greatwyrms I personally found the greatwyrms in Fizban's to be... disappointing. They committed the horrible crime of using the same stat block to represent all greatwyrms of the same type, and then they made that stat block a boring slugfest, too! So, I set out to create interesting and unique stat blocks for the five chromatic greatwyrms, plus an extra one for Tiamat. Starting from scratch, I built each of these stat blocks to be truly fearsome opponents that are interesting to run even without spellcasting. For further customization options for your dragons, see Fizban's Treasury of Dragons or my Monster Guidelines. For more of my homebrew in general, see here. Art Credits: Fizban's Treasury of Dragons (Wizards of the Coast). See the Fan Content Policy for more information. Targeting Objects When a feature here says that it targets an object, it really means an object that isn't being worn or carried. I just couldn't be bothered to write that every single time. Chromatic Greatwyrms By absorbing the energies of a powerful primordial object or creature, chromatic dragons can ascend into greatwyrms. Chromatic greatwyrms wield unfathomable elemental magic that places them just short of a deity's aspect in destructive might. As it comes with immortality and almost completely unrivaled power, greatwyrm status is vied for by all chromatic dragons with the means to achieve it. An adult or ancient dragon might spend an entire campaign gathering the artifacts and creatures needed to complete the ascension ritual. Unusual Nature. The greatwyrm doesn't require food, drink, or air. Tiamat The evil queen of dragons is a fearsome god of greed, envy, and hoarded wealth. While chromatic dragons are her foremost worshipers, Tiamat accepts the worship of any who crave wealth. All chromatic dragons have a fearful reverence for their tyrannical queen, but many dragons of near-deific power and ambition chafe under her rule. Tiamat remains imprisoned in Avernus, the first of the Nine Hells, influencing the souls of chromatic dragons across the planes and seeking the means to free herself. The stat block presented represents Tiamat in her full form. To represent her aspect, remove one of her mythic traits. Only by meeting specific conditions can the characters hope to bypass her Discorporation trait and truly kill Tiamat. The following are sample quests. Appeal to Avarice. An ancient treasure was lost in the Astral Sea while being transported in a githyanki ship. If the PCs can locate this cache of immaculate gems and rare metals, they can use Tiamat's greed to draw her out of her domain. They must trick her into entering a domain under the control of Bahamut, where she can be slain, or at least her discorporated essence can be trapped. Draconic Weapons. The PCs must kill five greatwyrms, each of a different chromatic variety, then craft magic items from their bones or scales. Only if they are wearing or using these items can they destroy Tiamat. At least one of the greatwyrms killed for this purpose must be a past or present consort of Tiamat. Gather Tiamat's Eggs. One hoary old tome printed on basalt pages and bound in purple dragon scales describes a ritual called Fashioning Tiamat's True Death. This ritual's intricate recipe includes procuring at least one of Tiamat's eggs, in which a newly forged weapon must be quenched. Multiple weapons require multiple eggs. If the weapon is used against Tiamat and draws blood at least once, the god's essence is destroyed, not discorporated.


1 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


2 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. White Greatwyrm Gargantuan dragon (chromatic), chaotic evil Armor Class 22 (natural armor) Hit Points 487 (25d20 + 225) Speed 60 ft., burrow 60 ft., fly 120 ft., swim 60 ft. STR DEX CON INT WIS CHA 30 (+10) 12 (+1) 28 (+9) 18 (+4) 22 (+6) 17 (+3) Frightful Presence. Each creature of the greatwyrm's choice that is within 1 mile of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the greatwyrm's Frightful Presence for the next 24 hours. Frost Breath (Recharge 5–6). The greatwyrm exhales an icy blast in a 300-foot cone. Each creature and object


Black Greatwyrm Gargantuan dragon (chromatic), chaotic evil Armor Class 22 (natural armor) Hit Points 507 (26d20 + 234) Speed 60 ft., burrow 60 ft., fly 120 ft., swim 60 ft. STR DEX CON INT WIS CHA 30 (+10) 14 (+2) 28 (+9) 22 (+6) 21 (+5) 24 (+7) Frightful Presence. Each creature of the greatwyrm's choice that is within 1 mile of the dragon and aware of it must succeed on a DC 23 Wisdom saving throw or become frightened 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the greatwyrm's Frightful Presence for the next 24 hours.


3 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


4 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Green Greatwyrm Gargantuan dragon (chromatic), lawful evil Armor Class 22 (natural armor) Hit Points 526 (27d20 + 243) Speed 60 ft., burrow 60 ft., fly 120 ft., swim 60 ft. STR DEX CON INT WIS CHA 30 (+10) 15 (+2) 28 (+9) 26 (+8) 21 (+5) 24 (+7) Noxious Breath (Recharge 5–6). The greatwyrm exhales poison in a 300-foot cone. Each creature and object in that area takes 91 (26d6) poison damage (DC 25 Constitution save for half). Damaged surfaces in this area then grow thick vines that grasp at nearby creatures until cleared. Any Large or smaller creature that ends its turn within 5 feet of these vines is grappled by them (escape DC 15). Bonus Actions Brain Fog (1/Day). The greatwyrm unleashes a cloud of


5 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Blue Greatwyrm Gargantuan dragon (chromatic), lawful evil Armor Class 22 (natural armor) Hit Points 546 (28d20 + 252) Speed 75 ft., burrow 75 ft., fly 150 ft., swim 75 ft. STR DEX CON INT WIS CHA 30 (+10) 14 (+2) 28 (+9) 24 (+7) 21 (+5) 26 (+8) Frightful Presence. Each creature of the greatwyrm's choice that is within 1 mile of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the greatwyrm's Frightful Presence for the next 24 hours. Storm Breath (Recharge 5–6). The greatwyrm exhales concentrated storm energy in a 300-foot line that is 20


6 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Red Greatwyrm Gargantuan dragon (chromatic), chaotic evil Armor Class 22 (natural armor) Hit Points 565 (29d20 + 261) Speed 60 ft., burrow 60 ft., fly 120 ft., swim 60 ft. STR DEX CON INT WIS CHA 30 (+10) 14 (+2) 29 (+9) 24 (+7) 20 (+5) 28 (+9) Frightful Presence. Each creature of the greatwyrm's choice that is within 1 mile of the dragon and aware of it must succeed on a DC 26 Wisdom saving throw or become frightened 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the greatwyrm's Frightful Presence for the next 24 hours. Inferno Breath (Recharge 5–6). The greatwyrm exhales fire in a 300-foot cone. Each creature and object in that


7 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Tiamat Gargantuan dragon (chromatic, deity), chaotic evil Armor Class 23 (natural armor) Hit Points 574 (28d20 + 280) Speed 60 ft., burrow 60 ft., fly 120 ft., swim 60 ft. STR DEX CON INT WIS CHA 30 (+10) 14 (+2) 30 (+10) 21 (+5) 20 (+5) 26 (+8) Multiple Heads. Tiamat can take one reaction per turn, rather than only one per round. She also has advantage on saving throws against being knocked unconscious. If she fails a saving throw against an effect that would stun a creature, one of her unspent legendary actions is spent. Sense Avarice. If a creature Tiamat can see communicates telepathically with her, she learns the creature's greatest desires. Actions


8 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Tiamat Legendary Actions Tiamat 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. Tiamat regains spent legendary actions at the start of her turn. Nimble Predator. Tiamat moves up to 30 feet without provoking opportunity attacks Divine Greed. Tiamat steals the magic benefiting one creature she can see within 90 feet of her. Any beneficial spell affecting the target of her choice transferred to Tiamat. If a spell she steals requires concentration, Tiamat concentrates on it for the duration instead, but she cannot concentrate on multiple spells simultaneously (as normal). Tail Sweep. Tiamat makes a tail attack against each creature and object within 30 feet of her. Chilling Gaze (Costs 2 Actions). Tiamat uses her green and white heads to assault each creature of her


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