Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
Common, Draconic, Elvish, Sylvan
Resistances & Immunities
Environments
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
Claws
+11 to hit, reach 5 ft (1.5 m). Hit: 2d12 slashing damage.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) slashing damage.
Fire Breath
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.
Multiattack
The zmey makes one bite attack per head and one claws attack.
Tail
+11 to hit, reach 20 ft (6.1 m). Hit: 2d8 bludgeoning damage.
Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Legendary Actions
Bite
+11 to hit, reach 10 ft (3 m). Hit: 2d12 piercing damage.
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 Zmey
Zmey is a huge dragon with a Challenge Rating of 14. 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
4 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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Aquatic Combat: This creature can swim at 30 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.
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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
4 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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Aquatic Combat Defense: This creature can swim at 30 ft! It has advantage in water. Fight on land if possible. Use 'Control Water' or drain water sources to limit its mobility.
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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 14.
Solo Encounter:
A single character of level 18 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 21,000 XP
- Hard: 31,500 XP
- Deadly: 42,000 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 14, making it appropriate for parties of level 14.0.
- 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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