Gargantuan Dragon, Chaotic Evil
Armor Class 20 Natural armor
Hit Points 315 (18d20 + 126)
Speed 40 ft., Fly 80 ft.
STR
28 (+9)
DEX
14 (+2)
CON
25 (+7)
INT
16 (+3)
WIS
14 (+2)
CHA
22 (+6)
Saving Throws STR +14, CON +12, WIS +7, CHA +11
Skills Intimidation +13, Perception +16, Stealth +9
Damage Vulnerabilities Radiant
Damage Resistances Cold, Fire, Lightning
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 120 ft, Passive Perception 26
Languages Common Telepathy 120 ft, Draconic Telepathy 120 ft, Infernal Telepathy 120 ft
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

 

Legendary Resistance (3/Day): If Azhdaya fails a saving throw, it can choose to succeed instead.

Multiple Heads: Azhdaya has 3 heads. While it has more than one head, Azhdaya has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever Azhdaya takes 50 or more damage in a single turn, one of its heads dies. If all its heads die, Azhdaya dies.

Regeneration: Azhdaya regains 20 hit points at the start of its turn if it has at least 1 hit point remaining.

 

Actions

 

Multiattack: Azhdaya makes three attacks: one with each of its heads and one with its tail.

Bite: Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 21 (3d6 + 9) piercing damage plus 10 (3d6) necrotic damage.

Tail: Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Roar of Terror (Recharge 5-6): Azhdaya emits a terrifying roar. Each creature of Azhdaya’s choice within 60 feet of it and aware of it must succeed on a DC 21 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if Azhdaya is within line of sight, ending the effect on itself on a success.

Fire Breath (Recharge 5-6): Azhdaya exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 77 (22d6) fire damage on a failed save, or half as much damage on a successful one.

 

Bonus Actions

Regenerate Head: If Azhdaya has lost a head, it can use a bonus action to regenerate one of its heads. This action can be taken only once every 10 rounds.

Reactions

Fiery Retribution: When Azhdaya is hit by a melee attack, it can use its reaction to cause fire to erupt around it. The attacker must succeed on a DC 21 Dexterity saving throw or take 21 (6d6) fire damage.

Legendary Actions

Azhdaya 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. Azhdaya regains spent legendary actions at the start of its turn.

Detect: Azhdaya makes a Wisdom (Perception) check.

Tail Attack: Azhdaya makes one tail attack.

Wing Attack (Costs 2 Actions): Azhdaya beats its wings. Each creature within 15 feet of it must succeed on a DC 21 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. Azhdaya can then fly up to half its flying speed.

Description

Azhdaya is a fearsome demonic dragon with multiple heads, each exuding an aura of malevolence and chaos. Known for its terrible roar and the ability to spit fire, it strikes fear into the hearts of all who encounter it. Its eyes burn with an evil intensity, and its presence brings about natural disasters such as eruptions and hailstorms. These monstrous beings are ancient and powerful, embodying greed, hunger, and hostility towards all living creatures. Their lairs are often in deep caves or high mountains, from which they emerge to wreak havoc on the world.

Lair and Lair Actions

 

Lair: Azhdaya’s lair is a place of darkness and malevolence, often found deep within caves or high in mountains. The area around the lair is often plagued by natural disasters and hostile weather.

Lair Actions: On initiative count 20 (losing initiative ties), Azhdaya can cause one of the following effects:

Eruption: Azhdaya causes a volcanic eruption at a point it can see within its lair. Each creature within 30 feet of that point must make a DC 21 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.

Hailstorm: Azhdaya calls down a hailstorm. Each creature within 60 feet of Azhdaya must make a DC 21 Dexterity saving throw or take 21 (6d6) cold damage and be restrained by the icy debris. A creature can use its action to make a DC 21 Strength check, freeing itself or another creature within reach on a success.

 

 

TzTomov

Comments

Posts Quoted:
Reply
Clear All Quotes