Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
Common, Draconic, Elvish, Sylvan
Resistances & Immunities
Traits
Amphibious
The zmey can breathe air and water.
Legendary Resistance (3/Day)
If the zmey fails a saving throw, it can choose to succeed instead.
Regeneration
The zmey regains 15 hp 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. The zmey dies if it starts its turn with 0 hp and doesn’t regenerate.
Three Heads
The zmey has three heads. While it has more than one head, the zmey has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the zmey takes 40 damage or more in a single turn, one of its heads is severed. If it has only one head remaining, dealing 40 damage or more to it doesn’t sever the final head. It regrows any severed heads when it finishes a long rest.
Actions
Bite
+11 to hit, reach 10 ft (3 m). Hit: 2d12+6 piercing damage.
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) piercing damage.
Claw
+11 to hit, reach 5 ft (1.5 m). Hit: 4d6+6 slashing damage.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) slashing damage.
Fire Breath
The zmey exhales fire in a 30-foot cone out of each of its heads. Each creature in a cone must make a DC 17 Dexterity saving throw, taking 49 (14d6) fire damage on a failed save, or half as much damage on a successful one. If the cones overlap, each creature in the overlapping cones must make one saving throw with disadvantage against only one of the cones rather than one saving throw for each cone. The zmey can choose for this breath to not harm plants or Plant creatures.
Multiattack
The zmey makes two Claw attacks and as many Bite attacks as it has heads.
Legendary Actions
Move
The zmey moves up to its speed, or flies up to half its flying speed, without provoking opportunity attacks.
Tail Whip
The zmey whips its tail around it. Each creature within 15 feet of the zmey must succeed on a DC 17 Dexterity saving throw or be knocked prone.
Tripartite Roar
The zmey's heads exhale a three-part roar, one a deafening shriek, one a frightful screech, and one a stunning bellow, in a 30-foot cone. Each creature in that area must succeed on a DC 17 Wisdom saving throw or suffer the effects of the roars until the end of its next turn. The effects depend upon the number of heads the zmey has remaining: deafened for only one head, deafened and frightened for two heads, or stunned for three heads.
About Zmey
Zmey is a huge dragon with a Challenge Rating of 15. It has a chaotic evil alignment.
In combat, this creature maintains an Armor Class of 18 and possesses 189 hit points (derived from 18d12 + 72).
Zmey has communication capabilities including Common, Draconic, Elvish, Sylvan. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Zmey
3 tips available
GM Tips: Using Zmey
When using Zmey in your D&D 5e campaign, consider these tactical approaches:
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Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
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Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.
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Regeneration Counterplay: This creature regenerates HP each turn! Players must deal enough damage to overcome regeneration. Certain damage types (acid, fire) may suppress regeneration. Plan sustained damage output.
Player Guide: Facing Zmey
3 strategies available
Player Guide: Facing Zmey
When your party encounters this creature, keep these strategies in mind:
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Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
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Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.
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Counter Regeneration: This creature regenerates HP each turn! Deal enough damage to overcome regeneration. Use acid or fire damage if it suppresses regeneration. Plan sustained damage output.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 15.
Solo Encounter:
A single character of level 19 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 24,000 XP
- Hard: 36,000 XP
- Deadly: 48,000 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Zmey?
- Zmey has a Challenge Rating of 15, making it appropriate for parties of level 15.0.
- What type of creature is Zmey?
- Zmey is a Huge Dragon, which affects how certain spells and abilities interact with it.
- What languages does Zmey speak?
- Zmey can communicate in Common, Draconic, Elvish, Sylvan.
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