Bahamut: CR 25;
Colossal dragon;
HD 53d12+742; hp 1,086;
Init +4; Spd 60 ft., fly 300 ft. (poor), swim 60 ft.; AC 54 (touch
2, flat-footed 54); Atk +66/+61/+61/+61 melee (4d8+21/19–20,
bite; 4d6+10, 2 claws; 2d8+10, 2 wings; 4d6+10, tail slap);
Face/Reach 1 ft. by 50 ft./20 ft.; SA Breath weapons, frightful
presence, spells, spell-like abilities; SQ Scent, damage reduction
25/+4, immunities, see invisibility, keen senses, water breathing;
SR 30; AL LG; SV Fort +43, Ref +29, Will +42; Str 53, Dex 10,
Con 39, Int 35, Wis 36, Cha 35.
Skills and Feats: Alchemy +40, Animal Empathy +40, Bluff +65,
Concentration +72, Diplomacy +65, Disguise +34, Escape Artist
+56, Gather Information +65, Heal +41, Intimidate +65, Intuit
Direction +41, Knowledge (arcana) +34, Knowledge (dragonkind) +37, Knowledge (history) +34, Knowledge (nature) +34, Knowledge (the planes) +34, Knowledge (religion) +34, Listen
+71, Scry +68, Search +65, Sense Motive +69, Spellcraft +68,
Spot +71, Wilderness Lore +41; Alertness, Blind-Fight, Combat
Casting, Expertise, Fly-By Attack, Hover, Improved Critical (bite),
Improved Disarm, Improved Initiative, Power Attack, Quicken
Spell-Like Ability (sunburst), Snatch, Wingover.
Breath Weapons (Su): Bahamut has three different breath
weapons:
Cold: A cone of cold 80 feet long deals 36d10 points of
damage. A Reflex save (DC 50) reduces the damage by half.
Gaseous Form: A swirling mist fills a cone 80 feet long.
Creatures within the cone are stunned and turned into
gaseous form for 32 rounds. A Fortitude save (DC 50) negates
the effect.
Disintegration: A beam of blue light fills an area 5 feet high, 5
feet wide, and 160 feet long. Creatures are obliterated if they fail
a Fortitude save (DC 50). The beam blows a 5-foot-by-5-foot-by-
160-foot hole in objects if they fail their saving throws and deals
18d10 points of damage if they make their saving throws.
Once Bahamut uses a breath weapon, he must wait 1d4
rounds before he can breathe again, no matter which breath
weapon he has used.
Frightful Presence (Ex): Bahamut can unsettle foes with his
mere presence. The power takes effect automatically whenever
Bahamut attacks, charges, or flies overhead. Creatures within a
radius of 480 feet are subject to the effect if they have 52 or
fewer Hit Dice.
An affected creature can resist the effects by making a Will
save (DC 48). A successful saving throw makes a creature
immune to Bahamut’s frightful presence for one day. Creatures
with 4 Hit Dice or fewer become panicked for 4d6 rounds if
they fail their saving throws. Creatures with 5 or more Hit Dice
become shaken for 4d6 rounds if they fail their saving throws.
Good dragons (and Tiamat, the Chromatic Dragon) ignore the
effects of Bahamut’s frightful presence.
Spells: Bahamut is a 20th-level sorcerer and a 20th-level
cleric with access to the Good and Air domains. (Bahamut also
gains the granted powers associated with those domains.) In
his natural form, Bahamut can cast his spells with but a word.
Spell-like Abilities: Bahamut can use the following spell-like
abilities each three times a day as a 20th-level caster: control
water, control weather, control winds, create food and water,
detect thoughts, feather fall, fog cloud, foresight, quest, speak with
animals, and sunburst. He can use also use shapechange at will
as a 20th-level sorcerer. The save DC for these spell-like abilities is 14 + spell level.
Immunities (Ex): Bahamut is immune to acid, cold, electricity,
fire poison, sleep, and paralysis effects. Bahamut ignores the
effects of spells and spell-like abilities of 5th level or less, just as if
the spellcaster had failed to overcome Bahamut’s spell resistance.
See Invisibility (Ex): Bahamut has the extraordinary ability to
see invisible creatures. This works like the see invisibility spell
with a range of 1,600 feet. This power is always active.
Keen Senses (Ex): Bahamut sees four times as well as a
human in low light conditions and twice as well in normal light.
He also has darkvision to a range of 1,600 feet.
Water Breathing (Ex): This ability allows Bahamut to breathe
underwater indefinitely. He can freely use his breath weapons,
spells, and other abilities while submerged.
Possessions: Amulet of proof against detection and location,
bracers of armor +8, cloak of displacement, cubic gate, cube of
force, gem of brightness, glove of storing, portable hole, ring of
protection +5, ring of resistance +5, rod of alertness, rod of cancellation, and staff of power. The bonuses these items grant are not reflected in the numbers given above.