Azdaha
Huge dragon, chaotic evil
Armor Class 17 (natural armor)
Hit Points 152 (16d12 + 48)
Speed 40 ft., burrow 30 ft.
STR 22 (+6) · DEX 10 (+0) · CON 17 (+3) · INT 14 (+2) · WIS 12 (+1) · CHA 16 (+3)
Saving Throws Dex +4, Con +7, Wis +5, Cha +7
Skills Perception +9, Intimidation +7
Damage Resistances fire
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 19
Languages Common, Draconic
Challenge 7
Traits
Multiheaded. The Azdaha has three heads. While it has more than one head, the Azdaha has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Reactive Heads. The Azdaha can take one reaction per head each round but only one per turn.
Heated Body. A creature that touches the Azdaha or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.
Actions
Multiattack. The Azdaha makes as many bite attacks as it has heads.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 12 (1d12 + 6) piercing damage plus 5 (1d10) fire damage.
Fiery Breath (Recharge 5–6). The Azdaha exhales fire in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.
Reactions
Retaliatory Strike. When the Azdaha takes damage from a creature within 10 feet of it, it can make a bite attack against that creature.
### Tactics
The Azdaha is an aggressive and cunning adversary. In combat, it uses its multiple heads to keep watch on all foes, making it difficult to surprise or flank. It uses its Fiery Breath to scorch multiple enemies and isolate opponents. If threatened, it utilizes its burrowing ability to reposition or create hazards, potentially causing cave-ins in subterranean environments.
Variant: Additional Heads
Some Azdahas have more heads, increasing their power:
- Five-Headed Azdaha (CR 10): Increase hit points to 200 (16d12 + 96), AC to 18, and Fiery Breath save DC to 17. The Azdaha gains two additional bite attacks and can take two extra reactions per round.
- Seven-Headed Azdaha (CR 13): Increase hit points to 230 (20d12 + 100), AC to 19, and Fiery Breath save DC to 18. The Azdaha gains four additional bite attacks and can take four extra reactions per round.
Lair Actions
On initiative count 20 (losing initiative ties), the Azdaha takes a lair action to cause one of the following effects:
- Magma Eruption. A geyser of molten rock erupts at a point the Azdaha can see within 120 feet. Each creature within a 10-foot radius must succeed on a DC 15 Dexterity saving throw or take 14 (4d6) fire damage and be knocked prone.
- Fiery Tremor. The ground in a 30-foot radius around the Azdaha trembles and bursts with fire. Creatures on the ground in that area must succeed on a DC 15 Dexterity saving throw or take 7 (2d6) fire damage and have their speed reduced by half until the end of their next turn.
Regional Effects
The region containing the Azdaha's lair is warped by its magic, which creates one or more of the following effects:
- Sulfurous Atmosphere. Air within 1 mile of the lair is tinged with sulfur, causing discomfort. Non-native creatures have disadvantage on Wisdom (Perception) checks relying on smell.
- Heat Haze. Within 6 miles of the lair, the land is littered with illusions of heat shimmer, causing ranged attacks to suffer disadvantage due to visual distortions.
- Tremors. Minor earthquakes are common within 1 mile of the Azdaha's lair, potentially unsettling structures and alerting creatures to its presence.
If the Azdaha dies, these effects fade over the course of 1d10 days.
Sure! Below are two updated stat blocks for the Azdaha, adjusted to challenge two heroes at levels 15 and 20, respectively, with medium difficulty. These versions of the Azdaha are more powerful, incorporating increased abilities and features suitable for higher-level characters.
Lore
It is a demonic, multiheaded dragon that breathes fire and is exceedingly hostile towards all living beings.
Azdaha is a demonic dragon over a hundred years old. They usually have an odd number of heads, rarely just two. They spit fire, emit terrifying roars, and have malevolent expressions. Like all dragons, Azdahas are fiercely protective of their treasures. They live in caves or mountains, cause eruptions or hailstorms, and devour people and livestock. They were so well-known in Eastern lands that they became symbols of the devil—constantly greedy and hungry, and extremely hostile to all living beings. They choose inaccessible and forgotten places: underground temples, gorges, mines long abandoned by humans. These lairs are often connected to sources of power—geothermal zones, magical nodes, or sites of ancient curses.
There is a story about a merchant who had been childless for a long time. One day, while the merchant was on a journey with his goods, he received news that his wife had given birth to 40 children. The merchant became angry, suspecting something was amiss. Fifteen years later, he returned home wealthy, met all his children, and then took them with him on a short voyage to deliver trading cargo. Along the way, they encountered an Azdaha, and during the confrontation, the father was captured by the creature. The Azdaha demanded they give him the youngest son in exchange for freeing the father. The youngest son voluntarily went to the Azdaha.
From The Witchwood Bestiary 5E, p. 16 · Fern Flower Press