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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Azi Dahaka/

Azi Dahaka

Azi Dahaka

Huge dragon, chaotic evil
  • Armor Class 15 (natural armor)
  • Hit Points 157 (15d12+60)
  • Speed 40 ft., fly 80 ft.
  • STR
    21 (+5)
  • DEX
    14 (+2)
  • CON
    19 (+4)
  • INT
    14 (+2)
  • WIS
    13 (+1)
  • CHA
    17 (+3)
  • Saving Throws Dex +7, Con +9, Wis +6, Cha +8
  • Skills Perception +11, Stealth +7
  • Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver
  • Damage Immunities lightning
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21
  • Languages Common, Draconic, Infernal
  • Challenge 14 (11,500 XP)
  • 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.

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.

Legendary Actions

Azi Dahaka 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. Azi Dahaka regains spent legendary actions at the start of its turn.

  • 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.

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