Zmey

Huge dragon, chaotic evil

Armor Class 18 (natural armor)
Hit Points 189 (18d12 + 72)
Speed 30 ft., fly 50 ft., swim 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 13 (+1) 19 (+4) 16 (+3) 16 (+3) 12 (+1)

Saving Throws Con +9, Wis +8, Cha +6
Skills Perception +8
Damage Resistances cold, fire
Condition Immunities paralyzed, unconscious
Senses blindsight 60 ft., darkvision 90 ft., passive Perception 18
Languages Common, Draconic, Elvish, Sylvan
Challenge 14 (11,500 XP)

Special Traits

  • Amphibious. The zmey can breathe air and water.
  • Lake Leap. A zmey spends much of its time lurking in lakes and ponds. When submerged in a natural pool of standing water, it can transport itself as a bonus action to a similar body of water within 5,000 feet. Rapidly flowing water doesn’t serve for this ability, but the zmey can leap to or from a river or stream where the water is calm and slow-moving.
  • Legendary Resistance (1/Day). If the zmey fails a saving throw, it can count it as a success instead.
  • Multiheaded. The zmey normally has three heads. While it has more than one head, the zmey has advantage on saving throws against being blinded, charmed, deafened, frightened, and stunned. If the zmey takes 40 or more damage in a single turn (and the damage isn’t poison or psychic), one of its heads is severed. If all three of its heads are severed, the zmey dies.
  • Regeneration. The zmey regains 15 hit points at the start of its turn. If the zmey takes acid or fire damage, this trait doesn’t function at the start of the zmey’s next turn. Regeneration stops functioning when all heads are severed. It takes 24 hours for a zmey to regrow a functional head.
  • Spawn Headling. The severed head of a zmey grows into a zmey headling 2d6 rounds after being separated from the body. Smearing at least a pound of salt on the severed head’s stump prevents this transformation.

Actions

  • Multiattack. The zmey makes one bite attack per head and one claws attack.
  • Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) piercing damage.
  • Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) slashing damage.
  • Tail. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
  • Fire Breath (Recharge 5-6). The zmey breathes up to three 60-foot cones of fire, one from each of its heads. Creatures in a cone take 16 (3d10) fire damage, or half damage with a successful DC 16 Dexterity saving throw. If cones overlap, their damage adds together but each target makes only one saving throw. A zmey can choose whether this attack harms plants or plant creatures.

Legendary Actions

The zmey can take 1 legendary action per head, 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.

The zmey regains spent legendary actions at the start of its turn.

  • Bite. The zmey makes a bite attack.
  • Tail Attack. The zmey makes a tail attack.
  • Trample. The zmey moves up to half its land speed. It can enter enemy-occupied spaces but can’t end its move there. Creatures in spaces the zmey enters must make successful DC 14 Dexterity saving throws or take 10 (1d8 + 6) bludgeoning damage and fall prone.

About

Crashing through the forest, this three-headed dragon stands upright, its spiked tail thrashing from side to side as it walks. A vicious mouth lined with glistening teeth graces each head, and its green scales gleam in the fleeting sunlight.

When a zmey stands upright, it measures 25 feet from snout to tail. The beast weighs over 9,000 lb.

Hunting beneath the canopy of the forest, lurking below the surfaces of lakes, and guarding caves concealing great treasure and mystery, the zmey has two roles-vicious terror and nature’s protector.

Claws of the Forest. Singlemindedly destructive, the zmey keeps the heart of the forest free from interlopers. Rumors suggest the heart of an ancient forest itself can control the actions of these beasts, while others believe that they have a pact with certain forest druids. Certainly they are clever enough, often destroying bridges, dams, or logging camps infringing on their territory.

Solitary Hunters. Zmey avoid their own kind, seeking out isolated hunting grounds. They eat any organic matter, but they favor the fresh meat of large birds and mammals. The smarter the prey, the better, because zmey believe that intellect flavors the meat. They consider alseids, halflings, and gnomes especially succulent.

Three-Headed Rage. Dappled black and green scales cover this enormous beast and its three towering necks are long and powerful. Each neck is topped with an identical, menacing head, and each head is flanked by spiny, frilled membranes. A forked tongue flickers across long pale teeth, and six pairs of eyes burn red with rage.

Zmey Headling

A zmey’s head doesn’t die when severed from the body. Instead, the head rapidly (within 2d6 rounds) sprouts a stunted body and two vestigial claws with which it can fight and drag itself across the ground. Within days it develops into a complete, miniature zmey, and by the time two lunar cycles elapse, the head regenerates into a full-grown zmey with three heads.

Constant Feeding Frenzy. Such rapid growth is fueled by a voracious appetite. A zmey headling eats everything it can, including its previous body, to satisfy its intense, maddening hunger and sustain its regeneration. Many stories about the horrific violence of the zmey are reports of voracious headlings, not mature zmey.

Medium dragon, chaotic evil

Armor Class 16 (natural armor)
Hit Points 105 (14d8 + 42), regeneration 5/round
Speed 30 ft., swim 20 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 17(+3) 8 (-1) 16 (+3) 8 (-1)

Damage Resistances cold, fire
Condition Immunities paralyzed, unconscious
Senses darkvision 60 ft., passive Perception 13
Languages Common, Draconic, Sylvan
Challenge 5 (1,800 XP)

Special Traits

  • Amphibious. The zmey headling can breathe air and water.
  • Regeneration. The zmey headling reaver regains 10 hit points at the start of its turn. This trait doesn’t function if the zmey headling took acid or fire damage since the end of its previous turn. It dies if it starts its turn with 0 hit points and doesn’t regenerate.

Actions

  • Multiattack. The zmey headling makes one claw attack and one bite attack.
  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) piercing damage.
  • Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
  • Fire Breath (Recharge 6). The zmey headling exhales fire in a 30-foot cone. Each creature in that area takes 16 (3d10) fire damage, or half damage with a successful DC 16 Dexterity saving throw.

About

Crashing through the forest, this three-headed dragon stands upright, its spiked tail thrashing from side to side as it walks. A vicious mouth lined with glistening teeth graces each head, and its green scales gleam in the fleeting sunlight.

When a zmey stands upright, it measures 25 feet from snout to tail. The beast weighs over 9,000 lb.

About

Hunting beneath the canopy of the forest, lurking below the surfaces of lakes, and guarding caves concealing great treasure and mystery, the zmey has two roles-vicious terror and nature’s protector.

Claws of the Forest. Single-mindedly destructive, the zmey keeps the heart of the forest free from interlopers. Rumors suggest the heart of an ancient forest itself can control the actions of these beasts, while others believe that they have a pact with certain forest druids. Certainly they are clever enough, often destroying bridges, dams, or logging camps infringing on their territory.

Solitary Hunters. Zmey avoid their own kind, seeking out isolated hunting grounds. They eat any organic matter, but they favor the fresh meat of large birds and mammals. The smarter the prey, the better, because zmey believe that intellect flavors the meat. They consider alseids, halflings, and gnomes especially succulent.

Three-Headed Rage. Dappled black and green scales cover this enormous beast and its three towering necks are long and powerful. Each neck is topped with an identical, menacing head, and each head is flanked by spiny, frilled membranes. A forked tongue flickers across long pale teeth, and six pairs of eyes burn red with rage.

Section 15: Copyright Notice

Tome of Beasts. Copyright 2016, Open Design; Authors Chris Harris, Dan Dillon, Rodrigo Garcia Carmona, and Wolfgang Baur.

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