Bahamut, God of Metallic Dragons (5e Creature)

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Titanic dragon, lawful good

Armor Class 34 (natural armor)
Hit Points 2,560 (350d20 + 850)
Speed 140 ft., burrow 140 ft., fly 500 ft., climb 140 ft., swim 140 ft.

50 (+20) 30 (+10) 50 (+20) 44 (+17) 40 (+15) 50 (+20)

Saving Throws Str +34, Dex +24, Con +34, Int +31, Wis +29, Cha +34.
Skills all, Expertise +24
Damage Resistances force, psychic, necrotic, bludgeoning, piercing, and slashing from a +5 or lesser magical weapons.
Damage Immunities fire, cold, acid, lightning, radiant, Thunder, poison; bludgeoning, piercing, and slashing that is +3 magical or less.
Condition Immunities all
Senses Darkvision 600 ft., Turesight 240 ft., Tremorsense 240 ft,. Blindsight 480 ft., passive Perception 63
Languages all, Telepathy 1,200 ft.
Challenge 50 (1,220,000 XP)

Amphibious. The dragon can breathe air and water. Bahamut can freely use his breath weapons or cast spells while underwater.

Aura of Dragon King. Mortal allies of Bahamut within 60 feet of him gain advantage on all attacks, checks, and saving throws. Additionally, they cannot be Charmed or Frightened. Enemies of Bahamut that start or end their turn in the aura take 28 (8d6) cold or 28 (8d6) radiant damage, Bahamut’s choice.

Titanic. Bahamut’s space is 90 feet by 90 feet, and he has advantage on saving throws against being pushed or knocked prone. Additionally, when Bahamut hits a Medium or smaller creature with a melee attack, each creature within 5 feet of the initial target must make a DC 34 Dexterity saving throw or suffer the same attack.

Discorporation. When Bahamut drops to 0 hit points, his body is destroyed but its essence travels back to his domain, and is unable to take physical form for a time.

Divine Might. If Bahamut attacks and effects ignore the resistances and immunities of creatures of CR 25 and below. Bahamut attacks and effects targeting creatures of CR 26-35 ignore resistances and treat immunities as resistance (condition immunities provide advantage in lieu of immunity).

Divine Reflexes. If Bahamut succeeds on a saving throw against an area of effect, it may spend its reaction and move outside the area of effect, it may spend its reaction and move outside the area, suffering no damage, conditions, etc. from the effect. The god must have enough move distance to get outside the area of effect. It may also spend legendary move actions in addition to the reaction to gain the distance required to move outside the area of effect.

Divine Sense (20/day). Bahamut can use a bonus action to detect any celestial, fiend, or undead within 120 feet of him that is not behind total cover.

God of Metallic Dragons. Bahamut can, as a legendary action, duplicate the effects of any lair action that a metallic dragon can take, even if he is not in his lair, if he does so, the lair action will have twice the range, DC, damage, and/or effect, In addition, he can use a bonus action to see and hear through any metallic dragon.

Innate Spellcasting. Bahamut spellcasting ability is Charisma (spell save DC 38, +30 to hit with spell attacks). Bahaamut can innately cast all wizard spells of 7th level or lower once per day, and following spells, requiring no components:

At will: comprehend languages, contact outer plane, detect magic, detect thoughts, dispel magic, enlarge/reduce, polymorph, remove curse, scrying, sending, shield, shield of faith, telekinesis, teleport, control water, cone of cold (9th level), control winds, create food and water, detect thoughts, feather fall, fireball (9th level, lightning bolt (9th level), melf’s acid arrow (9th level), sacred flame (17th level), speak with animals, stone shape, sunbeam, transmute rock, wall of fire (9th level), wall of ice (9th level).

3/day each: arcane gate, creation, divine word, etherealness, forbiddance, (un)holy aura, mordenkainen’s private sanctum, resurrection, symbols, telepathy, absorb elements (9th level) antimagic field, flesh to stone, geas, heal, hold monster, mass suggestion, move earth, otto’s irresistible dance, power word stun, reverse gravity, sunburst, wall of stone, whirlwind.

1/day each: astral projection, gate, mass heal (1000 hit points), ture resurrection, wish, control weather, dominate monster, earthquake, foresight, holy aura, maze, prismatic wall, storm of vengeance, timestop, tsunami, weird.

Legendary Resistance (10/Day). If Bahamut fails a saving throw, he can choose to succeed instead.

Limited Magic Immunity. Unless Bahamut wishes to be affected, he is immune to spells of 7th level or lower, and is resistant to and has advantage on all other spells and magical effects.

Magic Weapons. Bahamut attacks are like +5 magical weapons. Additionally, Bahamut’s melee weapon attacks deal an extra 45 (10d8) radiant damage on a hit (included in the attack).

Regeneration. Bahamut regained 50 hit points at the start of his turn.

Scales of the Dragon King. When Bahamut is targeted by a Magic Missile spell, line spell, or a spell that requires a ranged attack roll, roll a d6. On a roll of 1-2, the spell functions normally, on a roll of 3-4, the spell is deflected and Bahamut is unaffected. On a roll of 5-6, Bahamut is unaffected and the effect is reflected back at the caster as though it originated from bahamut, turning the caster into the target.

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


Multiattack. Bahamut makes two Bite attacks, two Claw attacks, and one Tail attacks.

Bite. Melee Weapon Attack: +30 to hit, reach 65 ft., one target. Hit: 210 (34d10 + 25) piercing damage plus 42 (12d6) cold damage, and 45 (10d8) radiant damage and 55 (10d10) force damage.

Claw. Melee Weapon Attack: +30 to hit, reach 35 ft., one target. Hit: 142 (34d6 + 25) slashing damage plus 45 (12d8) radiant damage and If the target is Colossal or smaller, the target must make a DC 36 Strength saving throw or be knocked prone, grappled, or pushed 80 feet (Bahamut’s choice).

Action Name. Melee Weapon Attack: +30 to hit, reach 5 ft., one target. Hit: X (1dX + X) damtype damage.

Action Name. Melee Weapon Attack: +30 to hit, reach 5 ft., one target. Hit: X (1dX + X) damtype damage.

Action Name. Melee Weapon Attack: +30 to hit, reach 5 ft., one target. Hit: X (1dX + X) damtype damage.

Action Name. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: X (1dX + X) damtype damage. Action Name. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: X (1dX + X) damtype damage. Action Name. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: X (1dX + X) damtype damage. Action Name. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: X (1dX + X) damtype damage.


The 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 of another creature's turn. The regains spent legendary actions at the start of its turn.

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