| Mod | Save | ||
|---|---|---|---|
| STR | 30 | +10 | +10 |
| DEX | 16 | +3 | +11 |
| CON | 30 | +10 | +18 |
| Mod | Save | ||
|---|---|---|---|
| INT | 18 | +4 | +4 |
| WIS | 18 | +4 | +12 |
| CHA | 30 | +10 | +18 |
Multiheaded. Zastenzanu has advantage on Wisdom(Perception) checks and on saving throws against being Blinded, Charmed, Deafened, Frightened, Stunned, and knocked unconscious. If Zastenzanu has both of his heads, he gets an extra reaction.
Amphibious. Zastenzanu can breathe air and water.
Legendary Resistance (4/Day, or 5/Day in Lair). If Zastenzanu fails a saving throw, he can choose to succeed instead.
Magic Resistance. Zastenzanu has advantage on saving throws against spells.
Wakeful. While Zastenzanu sleeps, one of the two heads is awake.
Rejuvenation. If Zastenzanu has its phylactery, he is reborn with a new body, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Multiattack. The dragon makes four Rend attacks. It can replace one attack with a use of Spellcasting to cast Guiding Bolt (level 4 version) or Weakening Breath.
Rend. Melee Attack. +18 to hit, reach 15 ft. Hit: 22 (2d8 + 12) slashing damage plus 10 (2d8) Fire damage.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Fire Breath Zastenzanu exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 77 (14d10) fire damage on a failed save, or half as much damage on a successful one.
Weakening Breath. Zastenzanu exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 26, +18 to hit with spell attacks):
At Will: Detect Magic, Guiding Bolt (level 4 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell)
1/Day Each: Flame Strike (level 6 version), Word of Recall, Zone of Truth
Frightful Presence. Each creature of Zastenzanu's choice that is within 120 feet of him and aware of him must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Zastenzanu's Frightful Presence for the next 24 hours.
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, Zastenzanu can expend a use to take one of the following actions. Zastenzanu regains all expended uses at the start of each of its turns.
Fire Breath. Zastenzanu gets a use of his Fire breath. This can only be used once per round.
Guiding Light. The dragon uses Spellcasting to cast Guiding Bolt (level 4 version).
Pounce. The dragon moves up to half its Speed, and it makes two Rend attacks.
Description
Known as the Flame Demon, Zastezanu is an Ancient Gold Dragon with two heads, named Zasi and Tezanu. Zastezanu is a pure chaotic dragon that wants nothing more than to burn the world down to ash and to rebuild the world into its own. Very few have faced the Flame Demon and lived to tell, and those who do say, like Lich's, Zastezanu is an undying monster with double the destructive power of a Red Dragon and twice the evil.
Unlike Lichs, Zastezanu is not an undead, as the Flame Demon is reincarnated from his phylactery.
Lair and Lair Actions
Zastenzanu's Lair
Like most Gold dragons, Zastenzanu makes its home in out-of-the-way places, where he can do as he pleases without arousing suspicion or fear. Many have attempted to find his home, but have paid with their lives.
Lair Actions
On initiative count 20 (losing initiative ties), Zastenzanu takes a lair action to cause one of the following effects; Zastenzanu can’t use the same effect two rounds in a row:
- Zastenzanu glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
- One creature Zastenzanu can see within 120 feet of it must succeed on a DC 25 Charisma saving throw or be banished to a negative energy demiplane, taking (11) 2d10 necrotic damage. At the beginning of the creatures turn, it must repeat the saving throw to escape and takes another (11) 2d10 necrotic damage on a fail. Zastenzanu can't use this lair action again until the creature escapes.
- Regional Effects
The region containing Zastenzanu's lair is warped by Zastenzanu magic, which creates one or more of the following effects:
- Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within Zastenzanu's lair, Zastenzanu can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with Zastenzanu upon waking.
- Banks of beautiful, opalescent mist manifest within Zastenzanu's lair. The mist doesn’t obscure anything. It assumes haunting forms when evil creatures are near Zastenzanu or other non-evil creatures in the mist, warning such creatures of danger.
- Gems and pearls within Zastenzanu's lair sparkle and gleam, shedding dim light in a 5-foot radius.
If Zastenzanu dies permanently, these effects end immediately. If not, then the effects disappear for the next 48 hours.
Previous Versions
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9/18/2025 1:43:47 AM
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