Level 36 Solo Soldier
Huge immortal magical beast (dragon) XP 275,000
HP 1316; Bloodied 658
AC 52; Fortitude 47; Reflex 45; Will 47
Speed 10, fly 15 (hover), teleport 10
Immune attacks by creatures of lower than 20th level; Resist 20 cold, 20 fire
Saving Throws +5; Action Points 2
Initiative +24
Perception +32

Standard Actions
Bite • At-Will
Attack: Reach 3; +42 vs. AC
Hit: 3d12 + 10 damage, and the target loses two healing surges.

Claw • At-Will
Attack: Reach 3; +41 vs. AC
Hit: 2d12 + 10 damage.

Minor Actions
C Polar Breath (cold) • Recharge 5 6; all breath weapons share one recharge roll
Attack: Close blast 10; +40 vs. Reflex
Hit: 4d12 + 10 cold damage, and the target is pushed 6 squares and immobilized (save ends);.
Miss: Half damage, and the target is pushed 3 squares.

C Disintegration Breath • Recharge 5 6; all breath weapons share one recharge roll
Attack: Close blast 10; +40 vs. Fortitude
Hit: 4d12 + 10 damage, and 15 ongoing damage (save ends).;.
Aftereffect: Ongoing 10 damage (save ends).

C Misty Breath (polymorph) • Recharge 5 6; all breath weapons share one recharge roll
Attack: Close blast 10; +40 vs. Will
Hit: The target is stunned, weakened, and transformed into fine mist (save ends all). While the target is in this mist form, enemies can move through the target’s space freely.

C Frightful Majesty (fear) • Encounter
Attack: Close burst 20 (targets enemies); +38 vs. Will
Hit: The target is stunned until the end of Bahamut’s next turn.
Aftereffect: The target takes a -2 penalty to attack rolls (save ends).
Triggered Actions

M Bahamut’s Clutches • At-Will
Trigger: When an enemy moves into a square adjacent to Bahamut.
Attack (Immediate Interrupt): +41 vs. Reflex
Hit: 2d12 + 10 damage, and the target is grabbed. Failed Escape Attempt: Bahamut automatically hits the target with his bite attack.

C Bloodied Breath (cold) • Encounter
Trigger: When first bloodied.
Effect (Free): Bahamut’s breath weapon recharges, and he uses polar breath, disintegration breath, or misty breath.

Trigger: When bloodied.
Effect: When Bahamut becomes bloodied, he discorporates and is unable to take physical form for a time.

Skills Arcana +31
Athletics +33
Diplomacy +32
Endurance +34
Heal +32
History +31
Insight +32
Intimidate +32
Religion +31

Str 31 (28)
Dex 23 (
Wis 28 (27)
Con 33 (
Int 27 (26)
Cha 29 (

Alignment lawful good     Languages Supernal

© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.


Bahamut is a child of the dragon god Io, and a fierce enemy of Tiamat, his evil sister and twin. He respects Melora and Moradin. A number of non-divine dragons and dragonlike beings serve Bahamut.

Bahamut’s realm, Bahamut’s Palace, is said to exist “beyond the East Wind.” It is unknown to most sages whether this means it is somewhere on the Elemental Plane of Air or somewhere between that plane and the Seven Heavens or Tri-Paradises. It is a wondrous, glittering fortress with windows made from gems set in silver and gold, walls of inlaid copper and ivory, and floors of beaten mithril. When they are not traveling with their master, Bahamut’s seven great golden wyrms tend to the palace and its treasures.

Within the palace are open, unkeyed portals leading to all four of the first four layers of the plane as well as the Elemental Plane of Air and the Astral Plane. There are four gates nearby leading to each of the four winds, each guarded by a warden archon. The guardian of the gate to the North Wind is Yonel, the guardian of the gate to the South Wind is Kerkhoutha, the guardian of the gate to the West Wind is Moriel, and the guardian of the gate to the East Wind is Ruhiel.

Bahamut’s palace is the only known shortcut to the upper layers of the celestial mountain, though he and his servants only permit those who are worthy to pass through.

Bahamut is revered by all good dragons, but gold, silver, and brass dragons hold him in particularly high regard. The evil dragons do not revere him, but respect Bahamut for his power and wisdom.

Bahamut only accepts good-aligned priests. They may be dragons, half-dragons, or other beings. They strive to constantly yet subtly act on behalf of good. They oppose evil, but their first mandate is to ensure they do no harm in the process.

Temples to the Platinum Dragon are very rare. Those few that exist are beautiful, elegant edifices characterized by clean, simple architecture and furnishings. Within them will be public rooms in which the faithful can gather and private rooms for meditation and recuperation.

Dragons will not normally build temples, contenting themselves with simple symbols on the wall that they treat as shrines. Bahamut prefers his followers to worship him with deeds, not objects.

Most of the quests that Bahamut’s followers go on are apt to involve opposing Tiamat in some way. They have few formal rituals. Instead of praying aloud, they count their deeds as prayers, supporting goodness and opposing evil. Bahamut cares little for mere words.

The Rite of Rebirth
Rarely, humans, elves, halflings, or other humanoid races may hear a call, like a faint question in their hearts, asking them if they want to devote themselves completely to Bahamut. Normally it is first heard before adolescence, but sometimes adults hear it as well. Not all those who are called answer, but those who do may undergo the Rite of Rebirth. Those who commit to this demanding ritual put aside all their weapons and equipment, dressing in a simple linen shift. They meditate for a full day and night, their head filled with reminders of all they are giving up. If they elect to go on, they then enter an egg-shaped chamber at dawn and sleep until dawn the next day, emerging as a dragonborn, a noble, draconic, platinum-scaled version of their previous shape, ready to become a permanent champion against Tiamat and her spawn.


In service to the king calebcolby calebcolby