This is it, the last set of monsters. I pulled the stats for Tiamat from the Rise of Tiamat module, so that saved me the hardest part.
The ships themselves are not monsters, but they can be run as if they were, as described in the module.
Azharul Dominion Ships
Gargantuan special, neutral evil
Armor Class 18 (ship: natural armor or marines: chainmail and shield)
Hit Points 232 (15d20 + 75)
Speed fly 10 ft. (hover)
Str 18, Dex 12, Con 20, Int 12, Wis 10, Cha 15
Damage Immunities thunder; necrotic, poison and psychic from single target attacks
Condition Immunities prone; poisoned, charmed, frightened from single target attacks
Senses passive Perception 10
Languages Draconic (crew)
Challenge 16 (15000)
Hissing Corona Any creature that enters or starts its turn within 20 feet of the ship takes 10 (3d6) lightning damage unless they are standing on the deck.
Collective Operation The dominion ship is operated by multiple dragonborn crew, and attacking or controlling them individually doesn’t hamper the ship. The ship is subject to area attacks normally, but is immune to poison, psychic or necrotic damage from single target attacks, as well as the charmed, frightened and poisoned conditions from single target attacks. In addition, the ship can take opportunity attacks with the Dragonborn Marines every turn instead of once per round.
Crew Suppression A creature adjacent to the dominion ship can spend a standard action to attack the visible crew members. They don’t fight back; such an “attack” automatically succeeds. It does no damage but leaves the dominion ship unable to make its melee attack until the end of its next turn. If the same creature performs the crew suppression attack three rounds in a row, the thunder-echo projectors are likewise unable to attack until the suppression ends.
Dragonborn Marines As a bonus action, the marines attack creatures on the deck or adjacent to the ship. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 25 (3d8+12) slashing damage.
Thunder Echo Projector The thunder echo projector targets a point within 130 ft., all creatures within 25 ft. of the targeted location must make a DC 18 constitution saving throw, taking 21 (6d6) thunder damage on a failed saving throw or half as much damage on a successful one.
Quanathrik is basically an ancient blue dragon with the ability to transform into a dragonborn form and throw a stun attack.
Quanathrik, Exarch of Tiamat
Medium dragon, lawful evil
Armor Class 22 (natural armor)
Hit Points 481 (26d20+208)
Speed 40 ft., burrow 40 ft., fly 80 ft.
Str 29, Dex 10, Con 27, Int 18, Wis 17, Cha 21
Saving Throws Dex+7, Con+15, Wis+10, Cha+12
Skills Perception+17, Stealth+7
Damage Immunities lightning
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
Languages Common, Draconic
Challenge 23 (50000)
Legendary Resistance (3/Day) If the dragon fails a saving throw, it can choose to succeed instead.
Lightning Reformation When Quanathrik’s breath weapon is not available, the dragon may teleport up to 60 ft. and take the form of a medium dragonborn instead of taking a move action. He can return to dragon form as a bonus action. While in dragonborn form, he cannot use his breath weapon, fightful presenece, bite, claw or tail attacks.
Multiattack (Dragon form only) The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite (Dragon form only) Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage + 11 (2d10) lightning damage.
Claw (Dragon form only) Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Tail (Dragon form only) Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.
Frightful Presence (Dragon form only) Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 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 dragon’s Frightful Presence for the next 24 hours.
Lightning Breath (Dragon form only) The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
Hurl Lightning (Dragonborn form only) Quanathrik directs lightning to a target within 100 ft. the target must make a DC 23 Dexterity saving throw, taking 11 (2d10) lightning damage plus 11 (2d10) thunder damage and the target is stunned until the end of its next turn.
The dragon 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. The dragon regains spent legendary actions at the start of its turn.
Detect The dragon makes a Wisdom (Perception) check.
Tail Attack The dragon makes a tail attack.
Wing Attack (Costs 2 Actions) The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Lightning Attack (Costs 3 Actions) Quanathrik makes a hurl lightning attack.
A dragon skeleton is just a big skeleton with multiattack. I kept the swim speed for them because they are in the water for the encounter.
Huge undead, lawful evil
Armor Class 18 (natural armor)
Hit Points 200 (16d12+96)
Speed 40 ft., fly 80 ft., swim 40 ft.
Str 22, Dex 10, Con 22, Int 8, Wis 8, Cha 8
Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities exhausted, poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 9
Languages understands Draconic but can’t speak
Challenge 9 (5000)
Multiattack The skeleton makes three attacks: one with its bite and two with its claws.
Bite Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Claw Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
I had a little trouble with the vines. I was going to make them CR 5, but when I tried that they would have been too trivial. At CR 9 they are high on attack, but low on damage making them at least relevant against a level 20 character.
Death Strangler Vines
Gargantuan plant, unaligned
Armor Class 10
Hit Points 203 (14d20+56)
Speed 5 ft.
Str 24, Dex 5, Con 22, Int 10, Wis 10, Cha 6
Damage Vulnerabilities fire
Damage Resistances piercing
Senses passive Perception 20
Challenge 9 (1800)
False Appearance While the vines remain motionless, it is indistinguishable from a normal plant.
Vine Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 18 (2d10+7) bludgeoning damage and the target is restrained (escape DC 18). A creature already restrained at the start of the vines’ turn takes 18 (2d10+7) bludgeoning damage. If the vines have 6 creatures restrained, it may not make another attack unless it releases one of the restrained creatures.
The beholder ultimate tyrant is a beefed up version of a regular beholder.
Beholder Ultimate Tyrant
Huge aberration, lawful evil
Armor Class 19 (natural armor)
Hit Points 287 (23d12+138)
Speed 0 ft., fly 40 ft. (hover)
Str 10, Dex 16, Con 22, Int 18, Wis 15, Cha 19
Saving Throws Int+10, Wis+8, Cha+10
Condition Immunities prone
Senses darkvision 120 ft., passive Perception 24
Languages Deep Speech, Undercommon
Challenge 20 (100000)
Legendary Resistance (3/Day) If the beholder fails a saving throw, it can choose to succeed instead.
Antimagic Cone The beholder’s central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone . At the start of each of its turns , the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder’s own eye rays.
Bite Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit : 21 (6d6) piercing damage.
Eye Rays The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
1. Charm Ray. The targeted creature mu st succeed on a DC 18 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature.
2. Paralyzing Ray. The targeted creature must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns , ending the effect on it s elf on a success.
3. Fear Ray. The targeted creature must succeed on a DC 18 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
4. Slowing Ray. The targeted creature must succeed on a DC 18 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
5. Enervation Ray. The targeted creature must make a DC 18 Constitution saving throw, taking 54 (12d8) necrotic damage on a failed save, or half as much damage on a successful one.
6. Telekinetic Ray. If the target is a creature , it must succeed on a DC 18 Strength saving throw or the beholder moves it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of the beholder’s next turn or until th e beholder is incapacitated.
If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 feet in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
7. Sleep Ray. The targeted creature must succeed on a DC 18 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
8. Petrification Ray. The targeted creature must make a DC 18 Dexterity saving throw. On a failed save , the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure , the creature is petrified until freed by the greater restoration spell or other magic.
9. Disintegration Ray. If the target is a creature, it must succeed on a DC 18 Dexterity saving throw or take 67 (15d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.
If the target is a Large or smaller non magical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.
10. Death Ray. The targeted creature must succeed on a DC 18 Dexterity saving throw or take 82 (15d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.
The beholder can take 3 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature’s turn. The beholder regains spent legendary actions at the start of its turn.
Eye Ray The beholder uses one random eye ray.
When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the beholder can take one lair action to cause one of the following effects:
Slimy Terrain A 50-foot square area of ground within 120 feet of the beholder becomes slimy; that area is difficult terrain until initiative count 20 on the next round.
Grasping Walls Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder’s choice that starts its turn within 10 feet of such a wall must succeed on a DC 18 Dexterity saving throw or be grappled. Escaping requires a successful DC 18 Strength (Athletics) or Dexterity (Acrobatics) check.
Eye An eye opens on a solid surface within 60 feet of the beholder. One random eye ray of the beholder shoots from that eye at a target of the beholder’s choice that it can see. The eye then closes and disappears.
Traps and Hazards
Dragon-Eye Disintegrator Beams
Trigger When a creature moves into or starts its turn in a square more than 10 feet above the floor.
Perception: No check is required to see the glowing eyes on each dragon-head entrance.
Arcana DC 14: The eye-beams will disintegrate anything that flies upward toward Tiamat’s platform.
Arcana DC 17: Tampering with the eye-beams may trigger them, but they draw energy from a powerful life-force beyond the dragon-doors.
Countermeasures Killing all five brood mothers disables the disintegrator beams.
Four successes at a DC 19 Arcana or Thieves’ Tools check disables one dragon-head disintegrator, but each attempt, successful or not, triggers the beams against every creature in the chamber except Tiamat, including those on the ground.
Disintegration Ray A thin green ray springs from the dragon eyes to any creature, or a creation of magical force, such as the wall created by wall of force.
A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 19d6 + 40 force damage. The target is disintegrated if this damage leaves it with 0 hit points.
A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.
The shard is very gimmicky and has a very 4E feel to it. In 4E movement, especially push, pull and slide against enemies was very important. In 5E, I found the shard to be irrelevant to the encounter. If you can, get the party to move to the middle of the room by having Quanathrik teleport and take cover in the balcony when he changes to dragonborn form.
Shard of Annihilation
Armor Class 18
Hit Points 200
Damage Resistance all
Trigger When a creature enters any of the squares covered by the mosaic, the shard appears and acts on initiative 0. The shard fills one square, but doesn not provide cover or block movement.
Countermeasures Destroying or disenchanting the mosaic is the only way to destroy the shard. any square will suffice; they’re all AC 18, HP 200; resist: all. Characters who succeed a DC 16 Arcana check understand the nature of the shard and how to destroy it.
Annihilating Move On its turn, the shard moves 25 to 50 ft (5*1d6+20) along the mosac. Each creature in a square that the shard enters must make a DC 20 Constitution saving throw, taking 51 (10d6) necrotic damage on a failed saving throw. In addition, targets that fail the saving throw take 4d6 necrotic damage at the start of their turn. They make repeat the saving throw at the end of their turn to end this effect. A creatures reduced to 0 hit points by the shard’s damage is destroyed, reduced to a pile of fine gray dust.
Nothing too special about magma and the magma geysers.
Treat it like water (in that characters must swim their way out of it), but entering the magma or starting your turn in the magma deals 5d10 fire damage.
Trigger The geyser rolls initiative when one or more characters move within 20 ft. of any magma geyser space in the room. Each round on its initiative, it attacks. a particular geyser goes dormant if it misses everyone or if there’s no one in the burst to hit. It’s possible for characters to trigger multiple geysers. They all act on the same initiative, but they might go dormant at different times. If all go dormant, roll a new initiative if another is activated.
Burst all creatures within 15 ft. of the geyser must make a DC 16 Dexterity saving throw, taking 22 (5d8) fire damage on a failed save or half as much damage on a success. Creatures who faile the saving throw must also make a DC 16 Constitution saving throw. On failure a creatures takes 3d6 fire damage at the start of their turn and is blinded. At the end of the creatures turn they may repeat the constitution saving throw to end the effects.
Again, with less focus on forced movement in 5E, the chompers, I mean rising and falling blocks, are much less of a threat.
Rising and Falling Blocks
Trigger The trap is triggered by any movement in the room.
Countermeasures Dexterity (Theive’s Tools) DC 18: a character in one of the block areas or adjacent to it when the block is fully in the chamber (at step 2) can jam it, thereby preventing further movement.
Arcana DC 20: Certain carved runes on the blocks can be defaced, which will send the blocks hurtling into the pits one last time.
Block Movement On the trap’s initiative count, blocks A and C move in the following pattern:
1. up into the ceiling (bottom of the block flush with the ceiling, top flat against the roof of the opening);
2. down to form walls (bottom and top flush with the floor and ceiling);
3. down into the floor (top flush with the floor);
4. down to the bottom of the 90-foot pit (top 60 feet below the floor);
5. up to floor level (top flush with the floor);
6. and so on in an endless cycle.
block B moves in the same pattern, but it begins with step 3.
Fall into a pit when the block is up: 9d6 bludgeoning damage
Fall into a pit when the block is all the way down: 6d6 bludgeoning damage
Crushed against ceiling: 2d10 + 40 bludgeoning damage.
Crushed against floor: 3d10 + 50 bludgeoning damage.
Nothing too special with this.
Thin Ice When a creature enters a space with thin ice, the ice gives way. The creature that triggered the trap immediately attempts a DC 16 Dexterity saving throw. If it succeeds, that character is prone in any adjacent square not in the thin ice area. If the saving throw fails, the creature is dunked into tainted water taking the damage described below.
Tainted Water Any creature that enters it or starts its turn in the tainted water takes 22 (4d10) poison damage plus 22 (4d10) necrotic damage
To make this trap more relevant, I wouldn’t have the dracolich show up or the gate trap activate until the party moves into the room, probably when someone investigates the vortex or one of the gates. Or, if they ignore everything and decide to move through the room, spring it on them when they go to take the stairs on the far end of the room.
Far Realm Gate Trap
Armor Class 18
Hit Points 100
Str 30, Dex 0, Con 30, Int 0, Wis 0, Cha 0
Damage Resistances all
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
Trigger Every round, two of the gates (use 1d8 twice to determine which ones) reveal a passageway to the Far realm. Nothing comes through the gate, but those who look at the horrors of the Far realm put their sanity at risk.
The gates open and close at initiative point 0. They attack anyone standing within 20 ft. instantly, and they make an opportunity attack against anyone moving within 20 ft. of them while they’re open.
Perception DC 18 The character sees a flicker indicating which two gates will open the following round.
Arcana DC 22 The character recognizes the Far realm and knows it’s not safe to look at.
Countermeasures A character can engage in a skill challenge to shut down a gate. Complexity 1 (4 successes before 3 failures). Dexterity (Thieves’ Tools) DC 22. Success causes that gate to stay dark even when it would be randomly triggered. Each failure causes the gate to explode. The third failure sucks the character into the Far realm, where he remains until someone rescues him-an adventure in its own right.
Death Explosion When reduced to 0 hit points, the gate explodes.
Horrible Visions The gate attack anyone standing within 20 ft. instantly, and makes an attack against anyone moving within 20 ft. while open. All creatures with 20 ft. must make a DC 18 Wisdom saving throw against fear or take 27 (4d10 + 5) psychic damage and ongoing 5 psychic damage and is stunned for 1 minute – affected creatures my repeat the save at the end of their turn, ending the effect.
Explosion Any creatures within 40 ft. takes 27 (4d10 + 5) radiant damage and is stunned for 1 minute – affected creatures my repeat the save at the end of their turn, ending the effect.
The force bridges are interesting, but cumbersome to track. Once someone in the party casts fly on everyone they are irrelevant.
Perception DC 18: There seems to be a pattern to the timing: three rounds on, one round off.
DC 21: There are faint clouds of dust that move on each bridge in the second round of the bridge being on, as if there’s a wind there.
Arcana DC 21 There’s a surge in kinetic energy at each bridge during the second round.
Countermeasures Succeeding on a DC 21 Arcana by an adjacent character disables the trap. The bridge no longer deactivates to cause characters to fall through and the whirlwind push effect ceases for the duration of the encounter.
Operation Once activated with a free interaction with the environment from the beholder, roll 1d4 to determine which bridges will shut down first (1 = 1 and 5, 2 = 2 and 6, 3 = 3 and 7, 4 = 4 and 8). Then roll initiative for the bridges, and in the following round those bridges shut down. Each subsequent round at that initiative point, two more bridges close down (the next two numerically), and the bridges that were inactive become active again. add two more bridges to the pattern until all have activated once (in the fourth round), then continue cycling through in order in the off-active-push-active cycle. For example, if the initial 1d4 throw is 3, then in the first round, bridges 3 and 7 shut off. In the second round, bridges 4 and 8 shut off and bridges 3 and 7 reactivate. In the third round, bridges 1 and 5 shut off, bridges 4 and 8 reactivate, and bridges 3 and 7 make their push attack. In the fourth round, bridges 2 and 6 shut off, bridges 1 and 5 turn back on, bridges 4 and 8 make a push attack, and bridges 3 and 7 remain active. In the fifth round, bridges 3 and 7 shut off, bridges 4 and 8 remain active, bridges 1 and 5 make a push attack, and bridges 2 and 6 turn back on again. This cycle repeats until the beholder is slain.
Push all creatures on the bridge must make a DC 13 Strength saving throw, taking 24 (3d12 + 5) force damage, are knocked prone and pushed 15 ft. away from the centerline of the bridge.
Falling Falling from the bridge to the floor below (120 ft.) take 12d6 bludgeoning damage and are knocked prone.
Bowling for heroes.
Trigger As soon as the brood mother notices the characters, the trap triggers, and the cyclones continue until she is slain. The first cyclone appears when the trap is triggered. On initiative count 0, all existing cyclones move and two new cyclones appear at the base of the cliff, rolling 1d8 to determine each cyclone’s path. If both rolls are the same, only one new cyclone appears that round. If two cyclones start in the same track, place one in front of the other. Each is 10 ft. in diameter. The cyclones provide heavy obscurement.
Move When a cyclone moves, it follows the path that matches the number rolled when it was created. The cyclone moves 45-70 (1d6+8)*5 ft.
Whirlwind When a cyclone enters a huge or smaller creature’s space, or a huge or smaller creature enters it space, the creature must make a DC 16 Dexterity saving throw. Before making this saving throw, a creature can drop prone to automatically succeed the save. On a failed save, the creature takes 3d10+6 bludgeoning damage and is thrown 40 ft. in a random direction (but always into another lane). On a successful saving throw, the creature takes half as much damage and is knocked prone, but is not moved. The creature must succeed a DC 13 Dexterity (Acrobatics) check to avoid being knocked prone when it lands.
Next post will be the encounters for Last Breath of the Dragon Queen.