Sunlight Sensitivity. While in sunlight, Naergoth has disadvantage on attack rolls as well as on wisdom (perception) checks that rely on sight.,
Multiattack. Naergoth makes three attack, either with his longsword or long bow. He can use Life Drain in place of one longsword attack
Life Drain> Melee Weapon Attack: +9 to hit, reach 5ft., one creature. hit 20 (5d6+3) necrotic damage. The target must succeed on a dc 15 constitution saving throw or its hit points maximum is reduced by an amount equal to the damage taken. This reduction last until the target finishes a long rest. The target dies if this effect reduces its hit points maximum to 0.
A humanoid slain by this attack rises 24 hours later as a zombie under Naergoth's control, unless the humanoid is restored to life or its body is destroyed. Naergoth can have no more than twelve zombies under his control at on time.
Longsword. Melee weapon attack: +9 to hit, reach 5ft., one target. Hit: 9 (1d8+5) slashing damage or 10 (1d10+5) slashing damage if used with two hand plus 10 (3d6) necrotic damage
Longbow. Range weapon attack: +5 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage plus 10 (3d6) necrotic damage.
Amphibious. The toad can breath air and water
Cold aura. Any creature that starts its turn with in 5 feet of the toad takes 3 (1d6) cold damage
Standing Leap. The toad's long jump is up to 20 feet and is high jump is up to 10 feet with or without a running start ,,
Bite. Melee Weapon attack: +3 to hit, reach 5ft., one target. Hit: 5 (1d8+1) piercing damage plus 4 (1d8) cold damage. if the target is medium or small creature, it is grappled (escape dc 11). until this grapple ends the toad can't bite another target.
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 (3/Day). Tiamat can innately cast divine word (spell save DC 26). Her spellcasting ability is Charisma.
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.
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.
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
The tiamat 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 tiamat regains spent legendary actions at the start of its turn.
Bite. Tiamat can take 5 legendary actions, choosing from the options listed. 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's legendary action options are associated with her five dragon heads (a bite and a breath weapon for each). Once Tiamat chooses a legendary action option for one of her heads, she can't choose another one associated with that head until the start of her next turn.
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 67 (15d8) 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 88 (16d10) 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 77 (22d6) 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 91 (26d6) 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 Dexterity saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.
special equipment. Severin has the mask of the Dragon Queen.
Draconic Majesty. Severin adds his Charisma bonus to his AC (included).
Ignite Enemy. If Severin Deals fire damage to a creature whil wearing the mask of the dragon queen the target catches fire at the start of each of its turns the burning target takes 5 (1d10) fire damage a creature within reach of the fire can use an action to extinguish it
Legendary Resistance (5/day). While wearing the mask of the dragon queen, if Severin fails a saving throw he can choose to succeed instead.
* Severin Has these features while wearing the mask of the dragon queen.,,
Burning Touch.
Flaming Orb.
Scorching Burst.
If Severin is wearing the mask of the dragon queen he 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 creatures turn Severin regains spent legendary actions at the start of his turn.
Attack. makes one attack per action
Fiery Teleport (coast 2 actions) Teleports himself and any objects up to 60 feet. creatures within 5 feet take 5 (1d10) points of fire damage
Helish Chains (coast 3 actions) targets a creature with in 30 feet (los). the target is restrained and takes 21 (6d6) fire damage at the start of each turns. at the end of the turn the target makes a STR saving throw dc 17
Draconic Majesty. Neronvain adds his charisma bonus to his AC (included)
Fey Ancestry. Magic can't put Neronvain to sleep
Multiattack. Neronvain makes two attacks, either with his shortsword or eldritch arrow
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. hit: 6 (1d6+3) piercing damage plus 13 (3d8) poison damage
Eldritch arrow. Ranged spell Attack: +7 to hit, range 120ft., one target. Hit: 11 (2d10) force damage plus 9 (2d8) poison damage
Poisonous cloud (2/day). dc 16 con save