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).

Every licence notice Tavern Bag relies on.