Azi Dahaka
Huge Dragon, chaotic evil. CR 14, AC 15, 157 HP. Traits: Legendary Resistance, Magic Resistance, Multiple Heads, Reactive Heads, Vermin Blood.
- Armor class
- 15
- Hit points
- 157
- Challenge
- 14
- Creature type
- Dragon
- Size
- Huge
- Alignment
- chaotic evil
- Legendary
- Yes
Stat block
- Cha
- 17
- Con
- 19
- Dex
- 14
- Int
- 14
- Str
- 21
- Wis
- 13
- Speed
- Fly: 80; Walk: 40
- Senses
- blindsight 60 ft., darkvision 120 ft., passive Perception 21
- Skills
- Stealth: 7; Perception: 11
- Actions
- Multiattack. Azi Dahaka makes three bite attacks and two claw attacks.
- Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage
- Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
- Storm Breath (Recharge 5-6). Azi Dahaka exhales a blast of wind and lightning in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw. On a failure, a target takes 22 (4d10) bludgeoning damage and 18 (4d8) lightning damage, is pushed 25 feet away from Azi Dahaka, and is knocked prone. On a success, a target takes half the bludgeoning and lightning damage and is pushed, but isn't knocked prone. All nonmagical flames in the cone are extinguished.
- Languages
- Common, Draconic, Infernal
- Saving throws
- Wisdom: 6; Charisma: 8; Dexterity: 7; Constitution: 9
- Damage immunities
- lightning
- Legendary actions
- Control Weather. Azi Dahaka can alter the weather in a 5-mile radius centered on itself. The effect is identical to the control weather spell, except the casting time and effects are immediate. Call Lightning (Cost 2 Actions). A bolt of lightning flashes down from the clouds to a point Azi Dahaka can see within 100 feet of it. Each creature within 5 feet of that point must make a DC 20 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.
- Wing Attack (Costs 2 Actions). Azi Dahaka beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. Azi Dahaka can then fly up to half its flying speed.
- Special abilities
- Legendary Resistance (3/Day). If Azi Dahaka fails a saving throw, it can choose to succeed instead.
- Magic Resistance. Azi Dahaka has advantage on saving throws against spells and other magical effects.
- Multiple Heads. Azi Dahaka's three heads grant it advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
- Reactive Heads. Azi Dahaka gets two extra reactions that can be used only for opportunity attacks.
- Vermin Blood. A creature that hits Azi Dahaka with a melee attack while within 5 feet takes 4 (1d8) piercing damage and 4 (1d8) poison damage as the dragon's blood becomes biting and stinging vermin.
- Damage resistances
- cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver
Source and licence
From Creature Codex.
Licence: Open Game Content (OGL 1.0a).