Yiazmat (5e Creature)

Design Note: This creature was designed using Mythic Monsters (5e Variant Rule) as a guide.

Yiazmat

Gargantuan dragon (titan), chaotic evil


Armor Class 22 (natural armor)
Hit Points 820 (40d20 + 400)
Speed 40 ft., climb 40 ft., fly 80 ft.


STR DEX CON INT WIS CHA
26 (+8) 11 (+0) 30 (+10) 19 (+4) 19 (+4) 20 (+5)

Saving Throws Dex +9, Con +19, Wis +13, Cha +14
Skills Perception +13, Stealth +9
Damage Vulnerabilities necrotic
Damage Resistances lightning, radiant, thunder; bludgeoning, piercing, and slashing damage from nonmagical weapons
Condition Immunities blinded, deafened, petrified
Senses truesight 120 ft.; passive Perception 23
Languages Celestial, Draconic
Challenge 30 (155,000 XP)


Growing Threat. When it has 274 hit points or fewer, Yiazmat becomes immune to bludgeoning, piercing and slashing damage from nonmagical attacks, and gains resistance to all other forms of damage. In addition, its Cyclonic Breath recharges on a roll of 4-6.

Legendary Resistance (3/Day). If Yiazmat fails a saving throw, it can choose to succeed instead.

Magic Resistance. Yiazmat has advantage on saving throws against spells and other magical effects.

Siege Monster. Yiazmat deals double damage to objects and structures.

ACTIONS

Multiattack. Yiazmat can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 14 (4d6) radiant damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence. Each creature of Yiazmat’s choice that is within 120 feet of Yiazmat and aware of it must make a DC 21 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 Yiazmat’s Frightful Presence for 24 hours.

Cyclonic Breath (Recharge 5-6). Yiazmat exhales lightning and hypersonic wind in a 90-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw, taking 42 (12d6) lightning damage and 42 (12d6) thunder damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also pushed up to 90 feet away from Yiazmat and knocked prone. Flying creatures make the saving throw with disadvantage.

LEGENDARY ACTIONS

Yiazmat can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Yiazmat regains spent legendary actions at the start of its turn.

Detect. Yiazmat makes a Wisdom (Perception) check.
Tail Attack. Yiazmat makes a tail attack.
Wing Attack (Costs 2 Actions). Yiazmat beats its wings. Each creature within 20 feet of Yiazmat must make a DC 26 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Yiazmat can then fly up to half its flying speed.

Yiazmat is the mightiest of wyrms, an immensely powerful dragon said to have been wrought by the gods at the dawn of time. Its breath rages with the fury of a storm, and its fangs sear whatever they touch with hallowed light.

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gollark: Any drive capable of bringing you up to ridiculous fractions of lightspeed will have a horribly dangerous exhaust, the power sources necessary could also run tons of weapons, and you can use said drive things to, I don't know, accelerate asteroids to high velocities and crash them into planets.
gollark: Ah, but their ships themselves would have to be weapons to travel interstellarly.
gollark: Technologically speaking.
gollark: What? Basically everything can be reapplied as weaponry somehow.
gollark: Any aliens capable of crossing interstellar distances to get to Earth can almost certainly deal with the asteroid thing.
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