Azi Dahaka

Huge dragon, Chaotic Evil

Armor Class

15 (natural armor)

Hit Points

157 (15d12+60)

Speed

walk 40 ft., fly 80 ft.

Saves

Dex +7, Con +9, Wis +6, Cha +8

Skills

Perception +11, Stealth +7

Damage Resistances

cold; bludgeoning, piercing, slashing from nonmagical weapons

Damage Immunities

lightning

Senses

blindsight 60 ft., darkvision 120 ft.

Languages

Common, Draconic, Infernal

Challenge

14

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 56)

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

Legendary Actions (4/Turn)

The dragon can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Options

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.