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May Mythological Monster Mayhem: Azi Dahaka
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<blockquote data-quote="Shade" data-source="post: 2865090" data-attributes="member: 287"><p>Here's my contribution. To learn more about the creature, go <a href="http://en.wikipedia.org/wiki/Azhi_Dahaka" target="_blank">here</a>.</p><p></p><p><strong>Azi Dahaka</strong></p><p>Gargantuan Outsider (Chaotic, Evil, Extraplanar)</p><p>Hit Dice: 26d8+182 (299 hp)</p><p>Initiative: +3</p><p>Speed: 40 ft. (8 squares), fly 120 ft. (average)</p><p>Armor Class: 35 (-4 size, +3 Dex, +16 natural), touch 9, flat-footed 32</p><p>Base Attack/Grapple: +26/+51</p><p>Attack: Bite +35 melee (4d6+13/19-20)</p><p>Full Attack: 3 bites +35 melee (4d6+13/19-20) and 2 wings +32 melee (2d6+6) and tail slap +32 melee (2d8+19)</p><p>Space/Reach: 20 ft./15 ft.</p><p>Special Attacks: Breath weapon, frightful presence, poison, spell-like abilities</p><p>Special Qualities: Alternate form, blindsense 120 ft., damage reduction 10/good, keen senses, immunity to disease, electricity, paralysis, poison, and <em>sleep</em>, scent, spell resistance 29, verminous wounds</p><p>Saves: Fort +22, Ref +18, Will +20</p><p>Abilities: Str 36, Dex 16, Con 25, Int 22, Wis 21, Cha 22</p><p>Skills: Balance +5, Bluff +35, Concentration +36, Diplomacy +10, Disguise +35 (+37 acting), Hide +20, Intimidate +37, Jump +19, Listen +34, Knowledge (the planes) +35, Knowledge (religion) +35, Move Silently +32, Search +35, Sense Motive +34, Spot +34, Survival +5 (+7 on other planes, +7 following tracks), Swim +42, Use Magic Device +35</p><p>Feats: Combat Reflexes, Flyby Attack, Hover, Improved Critical (bite), Multiattack, Power Attack, Snatch, Wingover</p><p>Environment: Infinite Layers of the Abyss</p><p>Organization: Solitary</p><p>Challenge Rating: 21</p><p>Treasure: Standard</p><p>Alignment: Always chaotic evil</p><p>Advancement: None</p><p>Level Adjustment: - </p><p></p><p><em>This snakelike, draconic monstrosity sports three horned heads. Its body is covered with crawling vermin. Two gigantic wings block out the sun, and spittle drips from its massive fangs.</em></p><p></p><p>Azi Dahaka was born from the union of a female demon and an unknown father; sources vary from a powerful dragon to an evil deity. He has grown into a powerful storm demon in his own right, and is worshiped by some humanoids as a spirit of vengeance and deceit.</p><p></p><p>Azi Dahaka has two forms. The first is that of a three-headed winged serpent crawling with scorpions and other vermin. The second is that of a dark-skinned human man with two fanged snakes springing from his shoulders.</p><p></p><p>Although his main diet consists of cattle, Azi Dahaka enjoys feeding on humanoids. He loves bringing death and destruction to humanoid civilizations. Some speculate that this hatred of humanoids is born of jealousy, and that he was once a human warped by a powerful fiend.</p><p></p><p>Once captured by a powerful warrior and chained to a mountain, Azi Dahaka has since escaped, wreaking havoc on the world of man once more. He generally lairs on an unknown layer of the Abyss, but spends most of his time terrorizing humanoids on the Material Plane.</p><p></p><p>Azi Dahaka speaks Abyssal, Draconic, and Infernal.</p><p></p><p>Combat</p><p></p><p>Azi Dahaka generally opens combat with his breath weapon, then uses flyby attacks to poison different opponents with each pass. He nearly always fights in his draconic form, only using his humanoid form if the space cannot accomodate a Gargantuan creature.</p><p></p><p>Azi Dahaka's natural weapons, as well as any weapons he wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.</p><p></p><p><strong>Breath Weapon (Su):</strong> Azi Dahaka has one type of breath weapon, a 60-foot cone of thunderous electricity. The breath weapon inflicts 10d6 points of electricity damage and 10d6 points of sonic damage (Reflex DC 30 half). Additionally, anyone in the area must succeed on a DC 30 Fortitude save or be deafened permanently. It may use this breath weapon once every 1d4 rounds. All three heads can use the breath weapon, but only one head breathes in a given round. The save DCs are Constitution-based.</p><p></p><p><strong>Frightful Presence (Su):</strong> When Azi Dahaka attacks, he exudes an aura of fear to a radius of 120 feet. All creatures in this area must make a DC 29 Will save each to avoid the effects of this fear. Creatures with 12 Hit Dice or less are paralyzed with fear for 1d4 rounds, while those with more Hit Dice are panicked for 1d4 rounds. Creatures who make the save are shaken for 1d4 rounds. A creature can be affected by Azi Dahaka's frightful presence only once per encounter. The save DC is Charisma-based.</p><p></p><p><strong>Poison (Ex):</strong> Bite, Fortitude DC 30; initial and secondary damage 2d6 Con.</p><p></p><p><strong>Spell-Like Abilities:</strong> At will--<em>greater teleport</em>; 3/day--<em>call lightning storm </em> (DC 21), <em>control weather </em> (DC 23), <em>control winds </em> (DC 21), <em>true seeing</em>; 1/day--<em>plane shift</em>. Caster level 20th.</p><p></p><p><strong>Alternate Form (Su):</strong> Azi Dahaka can shift between his draconic and humanoid forms as a standard action. In humanoid form, he is Medium size. He cannot fly or use his breath weapon or frightful presence abilites, but he can use his spell-like abilities. He loses the natural attacks listed in the statistics above, but gains two snake attacks that deal 1d4 points of damage plus poison.</p><p></p><p>Azi Dahaka remains in one form until he chooses to assume a new one. A change in form cannot be dispelled, nor does Azi Dahaka revert to any particular form when killed. A true seeing spell reveals both forms simultaneously.</p><p></p><p><strong>Keen Senses (Ex):</strong> Azi Dahaka sees four times as well as a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 120 feet.</p><p></p><p><strong>Verminous Wounds (Su): </strong> If damaged by a piercing or slashing weapon, a swarm of vermin appears in a square adjacent to Azi Dahaka. It appears in the closest adjacent square to the origin of the damage. Swarms remain until destroyed. Roll 1d6 to determine the type of vermin: 1-2: spider swarm; 3-4; centipede swarm; 5-6: scorpion swarm (see Sandstorm). [If you don't have Sandstorm, just roll 1d4.]</p><p></p><p><strong>Azi Dahaka and the <em>Draconomicon</em></strong></p><p></p><p>If you are using the <em>Draconomicon</em>, the following changes are recommended.</p><p></p><p><strong>Feats: </strong> Replace Combat Reflexes with Tempest Breath.</p></blockquote><p></p>
[QUOTE="Shade, post: 2865090, member: 287"] Here's my contribution. To learn more about the creature, go [URL=http://en.wikipedia.org/wiki/Azhi_Dahaka]here[/URL]. [B]Azi Dahaka[/B] Gargantuan Outsider (Chaotic, Evil, Extraplanar) Hit Dice: 26d8+182 (299 hp) Initiative: +3 Speed: 40 ft. (8 squares), fly 120 ft. (average) Armor Class: 35 (-4 size, +3 Dex, +16 natural), touch 9, flat-footed 32 Base Attack/Grapple: +26/+51 Attack: Bite +35 melee (4d6+13/19-20) Full Attack: 3 bites +35 melee (4d6+13/19-20) and 2 wings +32 melee (2d6+6) and tail slap +32 melee (2d8+19) Space/Reach: 20 ft./15 ft. Special Attacks: Breath weapon, frightful presence, poison, spell-like abilities Special Qualities: Alternate form, blindsense 120 ft., damage reduction 10/good, keen senses, immunity to disease, electricity, paralysis, poison, and [I]sleep[/I], scent, spell resistance 29, verminous wounds Saves: Fort +22, Ref +18, Will +20 Abilities: Str 36, Dex 16, Con 25, Int 22, Wis 21, Cha 22 Skills: Balance +5, Bluff +35, Concentration +36, Diplomacy +10, Disguise +35 (+37 acting), Hide +20, Intimidate +37, Jump +19, Listen +34, Knowledge (the planes) +35, Knowledge (religion) +35, Move Silently +32, Search +35, Sense Motive +34, Spot +34, Survival +5 (+7 on other planes, +7 following tracks), Swim +42, Use Magic Device +35 Feats: Combat Reflexes, Flyby Attack, Hover, Improved Critical (bite), Multiattack, Power Attack, Snatch, Wingover Environment: Infinite Layers of the Abyss Organization: Solitary Challenge Rating: 21 Treasure: Standard Alignment: Always chaotic evil Advancement: None Level Adjustment: - [I]This snakelike, draconic monstrosity sports three horned heads. Its body is covered with crawling vermin. Two gigantic wings block out the sun, and spittle drips from its massive fangs.[/I] Azi Dahaka was born from the union of a female demon and an unknown father; sources vary from a powerful dragon to an evil deity. He has grown into a powerful storm demon in his own right, and is worshiped by some humanoids as a spirit of vengeance and deceit. Azi Dahaka has two forms. The first is that of a three-headed winged serpent crawling with scorpions and other vermin. The second is that of a dark-skinned human man with two fanged snakes springing from his shoulders. Although his main diet consists of cattle, Azi Dahaka enjoys feeding on humanoids. He loves bringing death and destruction to humanoid civilizations. Some speculate that this hatred of humanoids is born of jealousy, and that he was once a human warped by a powerful fiend. Once captured by a powerful warrior and chained to a mountain, Azi Dahaka has since escaped, wreaking havoc on the world of man once more. He generally lairs on an unknown layer of the Abyss, but spends most of his time terrorizing humanoids on the Material Plane. Azi Dahaka speaks Abyssal, Draconic, and Infernal. Combat Azi Dahaka generally opens combat with his breath weapon, then uses flyby attacks to poison different opponents with each pass. He nearly always fights in his draconic form, only using his humanoid form if the space cannot accomodate a Gargantuan creature. Azi Dahaka's natural weapons, as well as any weapons he wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. [B]Breath Weapon (Su):[/B] Azi Dahaka has one type of breath weapon, a 60-foot cone of thunderous electricity. The breath weapon inflicts 10d6 points of electricity damage and 10d6 points of sonic damage (Reflex DC 30 half). Additionally, anyone in the area must succeed on a DC 30 Fortitude save or be deafened permanently. It may use this breath weapon once every 1d4 rounds. All three heads can use the breath weapon, but only one head breathes in a given round. The save DCs are Constitution-based. [B]Frightful Presence (Su):[/B] When Azi Dahaka attacks, he exudes an aura of fear to a radius of 120 feet. All creatures in this area must make a DC 29 Will save each to avoid the effects of this fear. Creatures with 12 Hit Dice or less are paralyzed with fear for 1d4 rounds, while those with more Hit Dice are panicked for 1d4 rounds. Creatures who make the save are shaken for 1d4 rounds. A creature can be affected by Azi Dahaka's frightful presence only once per encounter. The save DC is Charisma-based. [B]Poison (Ex):[/B] Bite, Fortitude DC 30; initial and secondary damage 2d6 Con. [B]Spell-Like Abilities:[/B] At will--[I]greater teleport[/I]; 3/day--[I]call lightning storm [/I] (DC 21), [I]control weather [/I] (DC 23), [I]control winds [/I] (DC 21), [I]true seeing[/I]; 1/day--[I]plane shift[/I]. Caster level 20th. [B]Alternate Form (Su):[/B] Azi Dahaka can shift between his draconic and humanoid forms as a standard action. In humanoid form, he is Medium size. He cannot fly or use his breath weapon or frightful presence abilites, but he can use his spell-like abilities. He loses the natural attacks listed in the statistics above, but gains two snake attacks that deal 1d4 points of damage plus poison. Azi Dahaka remains in one form until he chooses to assume a new one. A change in form cannot be dispelled, nor does Azi Dahaka revert to any particular form when killed. A true seeing spell reveals both forms simultaneously. [B]Keen Senses (Ex):[/B] Azi Dahaka sees four times as well as a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 120 feet. [B]Verminous Wounds (Su): [/B] If damaged by a piercing or slashing weapon, a swarm of vermin appears in a square adjacent to Azi Dahaka. It appears in the closest adjacent square to the origin of the damage. Swarms remain until destroyed. Roll 1d6 to determine the type of vermin: 1-2: spider swarm; 3-4; centipede swarm; 5-6: scorpion swarm (see Sandstorm). [If you don't have Sandstorm, just roll 1d4.] [B]Azi Dahaka and the [I]Draconomicon[/I][/B] If you are using the [I]Draconomicon[/I], the following changes are recommended. [B]Feats: [/B] Replace Combat Reflexes with Tempest Breath. [/QUOTE]
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