Tiamat — The Five-Headed Dragon Queen

Five dragon heads rise over a dark sea. Red burns, blue crackles, green exhales poison, black drips acid and white brings winter. One will controls them all: Tiamat, the ancient Mother of Salt Water and sovereign of chromatic dragons.
Tiamat at a Glance
| Name | Tiamat, Mother of the Salt Sea, Five-Headed Dragon Queen |
|---|---|
| Pantheon | Mesopotamian; sovereign of chromatic dragons |
| Appearance | Five heads: red (fire), blue (lightning), green (poison), black (acid) and white (cold) |
| Nature | Primordial sea mother; Lawful Evil as a conquering dragon queen |
| Consort and family | Apsu/Abzu, Lahmu and Lahamu; Qingu led her host |
| Adversaries | Marduk, Bahamut |
| Domains | Dragons, dominion, destruction, salt water and hoards |
| Realm | The primordial salt sea; her draconic court has ties to Avernus |
| Signs | Salt on dry stone, five coloured scales, tides turning towards a dragon’s shadow |

Five heads. One will. Each throat carries its own element, but Tiamat remains a single goddess. Her fivefold voice offers threats, bargains and judgement.
The Mother of the Salt Sea
In the Babylonian Enūma Eliš, Tiamat’s primeval salt waters mingle with the fresh waters of Apsu. After Apsu’s death, she raises a monstrous army under Qingu and confronts Marduk. Marduk defeats her and shapes heaven and earth from her body. That ancient epic describes her as a primordial sea power; the five-coloured, five-headed Dragon Queen is her established form in the living fantasy world, not a documented ancient Babylonian image.
The Queen in the World
She does not ask mortals merely to destroy. She seeks submission, treasures, tribute and the obedience of dragons. Priests visit ruined ports and salt pools; dragon heralds demand tribute from rival hoards. Her five voices share a single mind. Black speaks of debt, blue of power, green of deceit, red of force and white of endurance. Those are five expressions of one goddess, not five competing queens.
Bahamut stands against her domination of dragonkind; he is not simply another name for Marduk. Namma/Nammu remains a separate ancient water tradition. Tiamat’s modern saltwater and dragon cults are part of the campaign, not an assertion that archaeologists have established an ancient temple cult devoted to her.
Encountering Tiamat
A herald first asks what treasure the characters bring, then which of the five heads should hear them. The queen can grant a dragon safe passage, purchase a mortal throne with terror, or accept a tribute taken from a rival hoard. She remembers Marduk’s victory and recognises no promise to surrender her claim. Her court can be bargained with; it cannot be swayed by generic flattery.
Three Adventures
The Fifth Scale. A Babylonian shrine keeper finds five overlapping dragon scales pressed into a ceremonial brick. A dragon agent offers to buy it before Marduk’s priests hear. The party can save the keeper, recover the relic or let the agent lead them to Tiamat’s hidden shrine.
Qingu’s Muster. A riverboat carrying a tablet of the first monsters vanishes at the brackish gulf. Retrieving it stops a summoning, but burning it destroys the only record of those creatures. A black dragon demands the tablet as payment for access to the wreck.
Tribute for Five. Five rival dragons raid different kingdoms to compete for a promised viceroyalty. Their rivalry lets the characters break the raids without confronting Tiamat. Sending a direct challenge to her sea-court may bring a more terrible answer.
Divine Powers — Four Editions
Choose the edition being played. The five chromatic heads and the Mother of Salt Water are present in every version. The modern and Pathfinder blocks are original epic interpretations; the credited 3.5e build is retained below. These encounters are epic and have not been playtested.
Tiamat — D&D 2024
Original epic divine encounter (homebrew, unplaytested). Gargantuan Dragon (deity), Lawful Evil.
Armor Class 26
Initiative +12 (22)
Hit Points 1,025 (50d20 + 500)
Speed 60 ft., Fly 120 ft., Swim 90 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 34 (+12) | 14 (+2) | 30 (+10) | 28 (+9) | 28 (+9) | 30 (+10) |
Saving Throws Str +22, Dex +12, Con +20, Int +19, Wis +19, Cha +20
Skills Arcana +19, Insight +19, Perception +29, Religion +19
Damage Resistances Bludgeoning, Piercing, Slashing
Damage Immunities Acid, Cold, Fire, Lightning, Poison
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Blindsight 120 ft., Truesight 120 ft., Passive Perception 39
Languages Akkadian, Draconic, Infernal; telepathy 120 ft.
Challenge 32 (no standard XP value; original epic extrapolation)
Proficiency Bonus +10 (epic extrapolation)
Traits
Five Heads. She can take one Reaction on each other creature’s turn, but gets only one ordinary turn and one action. Legendary Resistance (5/Day). She turns a failed save into a success. Regeneration. Restores 35 HP at the start of her turn unless she is at 0 HP; Radiant damage suppresses it until her next turn. Discorporation. Defeat destroys this body but not her divine essence.
Actions
Multiattack. Tiamat makes two Claw attacks and one Tail attack, or replaces one Claw attack with a Bite.
Claw. Melee Attack Roll: +22 to hit, reach 20 ft., one target. Hit: 30 (4d8 + 12) Slashing damage.
Tail. Melee Attack Roll: +22 to hit, reach 30 ft., one target. Hit: 34 (4d10 + 12) Bludgeoning damage. Strength Saving Throw: DC 28, the target. Failure: The target has the Prone condition.
Bite. Melee Attack Roll: +22 to hit, reach 25 ft., one target. Hit: 34 (4d10 + 12) Piercing damage plus 14 (4d6) Acid, Lightning, Poison, Fire or Cold damage, depending on the attacking head.
Frightful Presence. Wisdom Saving Throw: DC 28, each creature of Tiamat’s choice within 120 feet that can see her. Failure: The target has the Frightened condition for 1 minute. It repeats the save at the end of each of its turns, ending the condition on a success. Success: The target is immune to Tiamat’s Frightful Presence for 24 hours.
Spellcasting. Charisma, spell save DC 28, spell attack +20; no material components, normal casting times and concentration. At will: detect magic, water breathing; 3/day each: control weather, dispel magic, plane shift; 1/day each: gate, wish. This is a limited divine repertoire, not ordinary cleric slots.
Legendary Actions
Five uses, regained at the start of her turn; one action at the end of another creature’s turn, and no head acts twice between her turns. Bite (1 use): one Bite. Wingbeat (2 uses): chosen creatures within 20 ft. make a DC 28 Dexterity save or take 22 (4d10) Bludgeoning and fall Prone; Tiamat flies half her speed.
Five Breath Weapons (Costs 2 Legendary Actions). Each head recharges independently on a 5–6 at the start of Tiamat’s turn. Its breath costs two legendary actions; each creature in the area makes the listed DC 28 saving throw, taking full damage on a failure or half on success.
| Head | Damage | Area | Save |
|---|---|---|---|
| Black | 20d10 acid | 120-ft. line | Dexterity |
| Blue | 20d10 lightning | 120-ft. line | Dexterity |
| Green | 20d8 poison | 90-ft. cone | Constitution |
| Red | 28d8 fire | 90-ft. cone | Dexterity |
| White | 20d8 cold | 90-ft. cone | Constitution |
Followers and Domain Magic: Trickery
Priests who carry the Queen’s threats and bargains through mortal courts can choose the Trickery Domain. The spells below are always prepared from the indicated cleric level and do not count against prepared spells. They are follower grants, separate from Tiamat’s personal magic.
| Cleric level | Always-prepared domain spells |
|---|---|
| 3 | Charm Person, Disguise Self, Invisibility, Pass without Trace |
| 5 | Hypnotic Pattern, Nondetection |
| 7 | Confusion, Dimension Door |
| 9 | Dominate Person, Modify Memory |
Use the 2024 Trickery Domain features. The 2024 subclass begins at level 3.
Tiamat — D&D 2014
Original five-headed deity encounter (homebrew, unplaytested). Gargantuan dragon, lawful evil.
Armor Class 25
Hit Points 820 (40d20 + 400)
Speed 60 ft., fly 120 ft., swim 90 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 30 (+10) | 12 (+1) | 30 (+10) | 26 (+8) | 26 (+8) | 30 (+10) |
Saving Throws Str +19, Dex +10, Con +19, Wis +17, Cha +19
Skills Arcana +17, Perception +26
Damage Resistances bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities acid, cold, fire, lightning, poison
Condition Immunities charmed, frightened, paralyzed, poisoned
Senses blindsight 120 ft., truesight 120 ft., passive Perception 36
Languages Akkadian, Draconic, Infernal
Challenge 30 (155,000 XP)
Traits
Five Heads. One reaction on each creature’s turn, but only one normal action on her own. Legendary Resistance (5/Day). Turn a failed save into success. Regeneration. Regains 30 HP at start of turn unless at 0 HP; radiant damage prevents this until her next turn. Discorporation. At 0 HP the physical form vanishes to the divine estate.
Innate Spellcasting. Charisma (DC 27, spell attack +19), no material components; at will: darkness, detect magic; 3/day each: divine word, plane shift, teleport; 1/day each: power word kill, wish. Normal action economy and concentration.
Actions
Multiattack. Tiamat uses Frightful Presence. She then makes two Claw attacks and one Tail attack, or replaces one Claw attack with a Bite.
Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 10) slashing damage.
Tail. Melee Weapon Attack: +19 to hit, reach 25 ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage, and the target must succeed on a DC 27 Strength saving throw or be knocked prone.
Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 32 (4d10 + 10) piercing damage plus 14 (4d6) acid, lightning, poison, fire or cold damage, depending on the head.
Frightful Presence. Each creature of Tiamat’s choice within 120 feet that can see her must make a DC 27 Wisdom saving throw or become frightened for 1 minute. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. A creature that succeeds on the save or ends the effect is immune to Tiamat’s Frightful Presence for 24 hours.
Legendary Actions
Five uses per round; at end of other creatures’ turns, no head acting twice. Bite (1 use); Wingbeat (2 uses: DC 27 Dexterity save for those within 20 ft. or 22 (4d10) bludgeoning and prone, followed by flight up to half speed).
Five Breath Weapons (Costs 2 Legendary Actions). Each head recharges independently on a 5–6 at the start of Tiamat’s turn. Its breath costs two legendary actions; each creature in the area makes the listed DC 27 saving throw, taking full damage on a failure or half on success.
| Head | Damage | Area | Save |
|---|---|---|---|
| Black | 18d10 acid | 120-ft. line | Dexterity |
| Blue | 18d10 lightning | 120-ft. line | Dexterity |
| Green | 18d8 poison | 90-ft. cone | Constitution |
| Red | 26d8 fire | 90-ft. cone | Dexterity |
| White | 18d8 cold | 90-ft. cone | Constitution |
Followers and Domain Magic: Trickery
Priests who carry the Queen’s threats and bargains through mortal courts can choose the Trickery Domain. The spells below are always prepared from the indicated cleric level and do not count against prepared spells. They are follower grants, separate from Tiamat’s personal magic.
| Cleric level | Always-prepared domain spells |
|---|---|
| 1 | Charm Person, Disguise Self |
| 3 | Mirror Image, Pass without Trace |
| 5 | Blink, Dispel Magic |
| 7 | Dimension Door, Polymorph |
| 9 | Dominate Person, Modify Memory |
Use the Trickery Domain features in the 2014 Player’s Handbook, pages 62–63. The 2014 domain begins at level 1.
Tiamat — Pathfinder 1e
Original epic divine creature, CR 33 (unplaytested). LE Colossal dragon (evil, extraplanar, lawful).
XP — (CR 33 is beyond the Pathfinder 1e core XP table; award experience by campaign ruling).
Init +6; Senses darkvision 120 ft., blindsense 240 ft., true seeing; Perception +60.
DEFENSE
AC 64, touch 20, flat-footed 62 (−8 size, +2 Dex, +44 natural, +6 deflection, +10 sacred); hp 936 (48d12+576+48 Toughness); Fort +38, Ref +30, Will +37; DR 20/epic and good; SR 44; Immune acid, cold, electricity, fire, poison, paralysis, sleep.
OFFENSE
Speed 60 ft., fly 120 ft. (good), swim 90 ft.; Space/Reach 30 ft./30 ft. (50 ft. bite). Melee five bites +57 (4d8+24 plus 4d6 damage matching the head), 2 claws +56 (4d6+16), 2 wings +54 (2d8+8), tail slap +54 (4d6+24).
Personal Spell-Like Abilities
CL 35th, concentration +47, DC 22 + spell level; at will: darkness, detect magic, water breathing; 3/day each: control weather, greater dispel magic, plane shift; 1/day each: gate, wish. Standard spell-like ability action costs.
STATISTICS
Str 42, Dex 14, Con 34, Int 30, Wis 28, Cha 34; BAB +48; CMB +72; CMD 100; Skills Fly +45, Intimidate +63, Knowledge (arcana) +61, Perception +60, Spellcraft +61, Swim +61; Languages Akkadian, Draconic, Infernal; Feats (24) Ability Focus (breath), Blind-Fight, Cleave, Combat Reflexes, Flyby Attack, Great Cleave, Greater Bull Rush, Greater Overrun, Greater Sunder, Hover, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Overrun, Improved Sunder, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Quicken Spell-Like Ability (darkness), Snatch, Toughness, Weapon Focus (bite), Wingover.
Special Abilities
Fivefold Vigilance. Cannot be flanked. Combat Maneuver Feats. The base CMB +72 increases to +74 with the corresponding Improved Bull Rush, Overrun or Sunder feat, and to +76 with the corresponding Greater feat. CMD 100 becomes CMD 102 against those maneuvers with the appropriate Improved feat; Greater feats do not add a further CMD bonus. Regeneration 30. Suppressed for 1 round by good-aligned artifacts. Frightful Presence. DC 46 Will or shaken for 1 minute, frightened if failed by 10+; 24-hour immunity on success; mind-affecting fear. Breath Weapons (Su). One head breathes as a standard action, each individual head waits 1d4 rounds before breathing again. DC 48 (Constitution-based including Ability Focus); Reflex half for acid, lightning, fire, and cold; the green head deals acid, not poison. Black: 35d6 acid (200-ft. line); blue: 35d8 electricity (200-ft. line); green: 35d6 acid (100-ft. cone); red: 35d10 fire (100-ft. cone); white: 35d6 cold (100-ft. cone).
Granted Domains and Spells
Clerics choose two of Destruction, Evil, Law and Water, using their Pathfinder granted powers and class domain slots. These follower spells are separate from the Queen’s personal magic.
| Spell level | Destruction | Evil | Law | Water |
|---|---|---|---|---|
| 1 | True Strike | Protection from Good | Protection from Chaos | Obscuring Mist |
| 2 | Shatter | Align Weapon (evil) | Align Weapon (lawful) | Fog Cloud |
| 3 | Rage | Magic Circle against Good | Magic Circle against Chaos | Water Breathing |
| 4 | Inflict Critical Wounds | Unholy Blight | Order’s Wrath | Control Water |
| 5 | Shout | Dispel Good | Dispel Chaos | Ice Storm |
| 6 | Harm | Create Undead | Hold Monster | Cone of Cold |
| 7 | Disintegrate | Blasphemy | Dictum | Elemental Body IV (water) |
| 8 | Earthquake | Unholy Aura | Shield of Law | Horrid Wilting |
| 9 | Implosion | Summon Monster IX (evil) | Summon Monster IX (lawful) | Elemental Swarm (water) |
Tiamat — D&D 3.5e
Credited Kain Darkwind/Dicefreaks epic build, CR 50 (fan estimate, unverified). Colossal+ Dragon (Cosmic, Evil, Lawful). Hit Dice 69d12 + 1,104 (1,932 hp at maximum divine Hit Dice; approximately 1,553 average); Initiative +0; Space/Reach 60 ft./60 ft.; AC 102 (touch 34, flat-footed 87); BAB/Grapple +69/+107; Saves Fort +52, Ref +36, Will +57; SR 60; Speed 90 ft., fly 400 ft. (good), swim 90 ft.
Abilities Str 55, Dex 10, Con 43, Int 42, Wis 40, Cha 45. Attacks five bites +83 (6d8+22 each), two wings +77 (4d8+11), tail +77 (6d6+33 plus poison). Five Breaths black acid, blue electricity, green acid, red fire, white cold, each with its own recharge; five heads may each use a standard-action power in the original custom Multiple Heads feature, but at most one spell is cast per round.
Personal Magic: sorcerer and cleric caster level 40th with epic spells and spell-like abilities, as detailed in the credited complete 3.5e build below. Use the credited build’s custom five-head action economy and spellcasting limits when running these statistics.
Granted Domains and Spells
Dragon Domain spell progression (levels 1–9): magic fang, resist energy, greater magic fang, voice of the dragon, true seeing, stoneskin, dragon ally, mass suggestion, dominate monster; its granted power adds Bluff and Intimidate as class skills. Destruction, Evil, Greed, Hatred and Law domains are also used by the credited source.
The complete credited D&D 3.5e stat block, including full attacks, abilities, feats, skills and spells, follows below the current edition tabs with its original Liber Mysterium attribution.
Archive and Mythological Sources
The following earlier fan-build material is retained with its authors’ credits. Its full 3.5e statistics and the Liber Mysterium text are independent historical RPG interpretations, not a record of Babylonian religious practice. University of Pennsylvania — Tiamat and Metropolitan Museum — The Epic of Creation provide the ancient source context.
Earlier 5e and 3.5e rules, with original author credits
Tiamat

Gargantuan fiend (dragon), lawful evil
________________________________________________________________________________
Armor Class 25 (natural)
Hit Points 900 (30d20 + 300)
Speed 60 ft., fly 120 ft.
________________________________________________________________________________
STR 30 (+10) DEX 10 (+0) CON 30 (+10) INT 26 (+8) WIS 26 (+8) CHA 28 (+9)
________________________________________________________________________________
Saves Str +19, Dex +9, Wis +17
Skills Arcana +17, Perception +26, Religion +17
Damage Immunities acid, cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons.
Condition Immunities blinded, charmed, deafened, frightened, poisoned, stunned
Senses darkvision 240 ft., truesight 120 ft., passive Perception 36
Languages Akkadian, Draconic, Infernal
Treasure Hoard
Challenge 30 (155,000 XP)
________________________________________________________________________________
Discorporation. When Tiamat drops to 0 hit points or dies, her body is destroyed but her essence travels back to her domain in the Nine Hells, and she is unable to take physical form for a time.
Innate Spellcasting. Tiamat’s spellcasting ability is Charisma (spell save DC 26). She can innately cast the following spells as 9th level spells, requiring no material components:
At will: shapechange
3/day each: divine word, plane shift, teleport
1/day each: power word kill, power word stun, wish
Legendary Resistance (5/Day). If Tiamat fails a saving throw, she can choose to succeed instead.
Limited Magic Immunity. Unless she wishes to be affected, Tiamat is immune to spells of 6th level or lower. She has advantage on saving throws against all other spells and magical effects.
Magic Weapons. Tiamat’s weapon attacks are magical.
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.
Regeneration. Tiamat regains 30 hit points at the start of her turn.
ACTIONS
________________________________________________________________________________
Multiattack. Tiamat can use her Frightful Presence. She then makes three attacks: two with her claws and one with her tail.
Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 24 (4d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +19 to hit, reach 25 ft., one target. Hit: 28 (4d8 + 10) piercing damage. The target must make a DC 27 Constitution saving throw, taking 72 (21d6) poison damage on a failed save, or half as much damage on a successful one.
Frightful Presence. Each creature of Tiamat’s choice that is within 240 feet of Tiamat and aware of her 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 Tiamat’s Frightful Presence for the next 24 hours.
LEGENDARY ACTIONS
________________________________________________________________________________
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 of another creature’s turn. Tiamat regains spent legendary actions at the start of her turn. Tiamat can only take one legendary action per head per turn.
Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 32 (4d10 + 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 91 (26d6) 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 143 (26d10) 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 117 (26d8) 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 169 (26d12) 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 Constitution saving throw, taking 65 (26d4) cold damage on a failed save, or half as much damage on a successful one.
Originally Posted by Kain Darkwind of the Dicefreaks forums.
On this Thread
| Tiamat | |
| Colossal+ Dragon (Cosmic, Evil, Lawful) | |
| Hit Dice | 69d12 + 1104 (1,932 hp) |
| Initiative | +0 |
| Speed | 90 ft., fly 400 ft. (good), Swim 90 ft. |
| Armor Class | 102 (+17 deflection, +15 insight, +68 natural, -8 size), touch 34, flat-footed 87 |
| Base Attack/Grapple | +69/+107 |
| Attack | 5 bites +83 melee (6d8 + 22) |
| Full Attack | 5 bites +83 melee (6d8 + 22) and 2 wings +77 melee (4d8 + 11) and tail sting +77 melee (6d6 + 33 plus poison) |
| Space/Reach | 60 ft. /60 ft. |
| Special Attacks | Breath weapons, crush, frightful presence, improved snatch, poison, spells, spell-like abilities, tail sweep |
| Special Qualities | Alternate form, Blindsense 1400 ft, damage reduction 35/greater epic, good and mithril, Darkvision, immune to acid cold, electricity and fire, magical sleep, Paralysis and poison, multiple heads, Low-Light Vision, regeneration 20, resistance to sonic 30, see invisibility 1400 ft., Spell Resistance 60, water breathing |
| Saves | Fort +52, Ref +36, Will +57 |
| Abilities | Strength 55, Dexterity 10, Constitution 43, Intelligence 42, Wisdom 40, Charisma 45 |
| Skills | Appraise +88, Bluff +89, Concentration +88, Diplomacy +79, Disguise +89 (+97 acting), Escape Artist +40, Gather Information +89, Handle Animal +62, Heal +63, Hide +64, Intimidate +97, Knowledge (Arcana) +86, Knowledge (history) +81, Knowledge (nobility) +76, Knowledge (nature) +81, Knowledge (the planes) +81, Knowledge (religion) +86, Listen +88, Move Silently +72, Search +56, Sense Motive +87, Spellcraft +96, Spot +87, Survival +55 (+63 above ground, +63 planes, +59 tracking), Swim +92 |
| Feats | Cleave, Clinging Breath, Corrupt Breath, Dark Speech, Empower Spell, Enlarge Breath, Expedious Metamagic, Extend Spell, Fly-by Attack, Great Cleave, Hover, Improved Snatch, Iron Will, Lingering Breath, Power Attack, Quicken Spell, Recover Breath, Shape Breath, Snatch, Snatch and Swallow, Violate Breath, Wingover |
| Epic Feats | Epic Spellcasting, Epic Will |
| Climate/Terrain | Avernus, First of the Nine Hells |
| Organization | Solitary (unique) |
| Challenge Rating | 50 |
| Treasure | Quintuple Standard |
| Alignment | Lawful Evil |

Breath Weapon (Ex): Tiamat possesses five different breath weapons, one for each head. Not including metabreath effects, Tiamat must wait 1d4-1 rounds between using the breath weapon of a particular head again.
- Black: 35d4 points of acid damage. 200 ft. line. (Fortitude DC 60 half)
- Blue: 35d8 points of electricity damage. 200 ft. line. (Reflex DC 60 half)
- Green: 35d6 points of acid damage. 100 ft. cone. (Fortitude DC 60 half)
- Red: 35d10 points of fire damage. 100 ft. cone. (Reflex DC 60 half)
- White: 17d6 points of cold damage. 100 ft. cone. (Reflex DC 60 half)
Crush (Ex): Area 60 ft. x 60 ft.; Huge or smaller opponents take 6d8 + 33 points of bludgeoning damage, and must succeed on a DC 60 reflex save or be pinned.
Frightful Presence (Ex): 500 ft. radius, 68 HD or less (17 HD or less panicked), 18d6 rounds, Will DC 61 negates.
Poison (Ex): Injury, Fortitude DC 60 negates. 5d6 Constitution initial/5d6 Constitution secondary.
Snatch (Ex): Against Gargantuan or smaller creatures, bite (6d8 + 22)/round.
Spells: Tiamat casts spells as a sorcerer and cleric with the Destruction, Dragon, Evil, Greed, Hatred and Law domains.
- Cleric spells per day 6/10/10/10/9/9/8/8/7/7; Caster level 40th, DC 25+spell level
- Sorcerer spells per day 6/11/10/10/10/10/9/9/9/9; Caster level 40th, DC 27+spell level
- Epic Spells: 7
Spell-like Abilities: Always active – detect chaos, detect good, Detect Magic, detect scrying;
At will – charm monster (DC 32), command plants (DC 31), control weather, corrupt water, Create Water, darkness, destroy water (DC 61), discern location, dispelling breath, dominate monster (DC 36), find the path, fog cloud, greater teleport, gust of wind, Insect Plague, locate object, maddening whispers (DC 35), mesmerizing glare (DC 30), mirage arcana (DC 32), plant growth, suggestion (DC 30), veil (DC 33), ventriloquism (DC 28), wall of ice;
5/day – blinding breath (DC 31), stunning breath (DC 32);
1/day – breath admixture (DC 35), enervating breath (DC 36), gate.
Caster level 55th
Tail Sweep (Ex): Half circle 120 ft. in diameter; Large or smaller opponents take 4d8+33 points of bludgeoning damage and are knocked prone, Reflex DC 60 halves damage and negates being knocked prone.
Alternate Form (Ex): Tiamat can take a new form as a move-equivalent action. Tiamat retains all her extraordinary, supernatural and spell-like abilities in her new form, and takes on only the appearance of the form. If Tiamat takes on a form of a different size, she takes a -4 penalty to Strength for every size she is under Colossal, otherwise her statistics remain the same.
Cosmic Entity: Tiamat has a +10 bonus on rank checks.
Dragon God: Tiamat may duplicate the effects of any her domain’s spells as a swift supernatural action. (DC 71)
Multiple Heads (Ex): Tiamat may make a standard action with each of her heads every turn. This includes using a breath weapon or spell-like ability. Tiamat can cast one spell each round, which counts as a standard action for one of her heads.
Regeneration (Ex): Epic good aligned weapons deal Tiamat lethal damage.
Water Breathing (Ex): Tiamat can breath under water normally. Her breath weapons function normally underwater.
Liber Mysterium
The Netbook of Witches and Warlocks
By Timothy S. Brannan and The Netbook of Witches and Warlocks Team
Full netbook can be found on the followng website
Dom of D20 / D&D 3e Netbooks and Downloads.
Tiamat is the great creation Goddess of water and chaos to the Sumerians. She gave birth to all of the Sumerian (Babylonian) gods and ruled them all, until the god Marduk defeated her. He used Her body to create the sky and earth. She was described as a great dragon or a being of chaos. Like so many other destructive Goddesses, Tiamat is a Goddess of creation. It is believed by the Sumerians that she created the world. In Babylonian myths, Tiamat is a huge, bloated female dragon that personifies the saltwater ocean, the water of Chaos. She is also the primordial mother of all that exists, including the gods themselves.
The Cult of Tiamat is extremely far reaching. The primary duties of her witches are to venerate Tiamat and destruction in any way they can and to spread the word of the cult. Often “spreading the word” implies random acts of violence and attributing them to Tiamat herself. It is her capacity as the dark Goddess of chaos and creation that attracts so many witches to her cult.
Her witches tend to belong to the Malific or dark Tantric Traditions.
Alignment: CE
Areas of Influence: Chaos, Creation, Dragons, Water
The original rules source and mythology references are preserved above.
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