b'Azi Dahaka \n'b' The source of the bone-rattling crack of thunder reveals itself to be a three-headed dragon with black and gold scales, a long serpent-like body, and immense black wings. \n'b'  Huge   dragon ,  chaotic evil  \n'b'  Armor Class  15 (natural armor)  Hit Points  157 (15d12 + 60)  Speed  40 ft., fly 80 ft.\n'b' STATS STR: 21 (+5) DEX:  14 (+2)  CON:  19 (+4)  INT:  14 (+2)  WIS:  13 (+1)  CHA:  17 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dexterity  +7,  Constitution  +9,  Wisdom  +6,  Charisma  +8  Skills   Perception  +11,  Stealth  +7  Damage Resistances  cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver  Damage Immunities  lightning  Senses   blindsight  60 ft.,  darkvision  120 ft., passive  Perception  21  Languages  Common, Draconic, Infernal  Challenge  14 (11,500 XP) \n'b' Special Traits \n'b'\n'b'  Legendary Resistance (3/day) . If Azi Dahaka fails a saving throw, it can choose to succeed instead. \n'b'  Magic Resistance . Azi Dahaka has advantage on saving throws against spells and other magical effects. \n'b'  Multiple Heads . Azi Dahaka\xe2\x80\x99s three heads grant it advantage on saving throws against being  blinded ,  charmed ,  deafened ,  frightened ,  stunned , and knocked unconscious. \n'b'  Reactive Heads . Azi Dahaka gets two extra  reactions  that can be used only for opportunity attacks. \n'b'  Vermin Blood . A creature that hits Azi Dahaka with a  melee attack  while within 5 feet takes 4 (1d8) piercing damage and 4 (1d8) poison damage as the dragon\xe2\x80\x99s blood becomes biting and stinging vermin. \n'b'\n'b' Actions \n'b'\n'b'  Multiattack . Azi Dahaka makes three bite attacks and two claw attacks. \n'b'  Bite .  Melee Weapon Attack : +10 to hit, reach 10 ft., one target.  Hit : 10 (1d10 + 5) piercing damage Claw.  Melee Weapon Attack : +10 to hit, reach 5 ft., one target.  Hit : 12 (2d6 + 5) slashing damage. \n'b'  Azi Dahaka Storm Breath (Recharge 5-6) . Azi Dahaka exhales a blast of wind and lightning in a 60-foot cone. Each creature in that area must make a DC 18  Dexterity  saving throw. On a failure, a target takes 22 (4d10) bludgeoning damage and 18 (4d8) lightning damage, is pushed 25 feet away from Azi Dahaka, and is\xc2\xa0forced  prone . On a success, a target takes half the bludgeoning and lightning damage and is pushed, but isn\xe2\x80\x99t\xc2\xa0forced  prone . All nonmagical flames in the cone are extinguished. \n'b'\n'b' Legendary Actions \n'b' Azi Dahaka can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. Azi Dahaka regains spent legendary actions at the start of its turn. \n'b'\n'b'  Control Weather . Azi Dahaka can alter the weather in a 5-mile radius centered on itself. The effect is identical to the  control weather  spell, except the casting time and effects are immediate. \n'b'  Call Lightning (Cost 2 Actions) . A bolt of lightning flashes down from the clouds to a point Azi Dahaka can see within 100 feet of it. Each creature within 5 feet of that point must make a DC 20  Dexterity  saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one. \n'b'  Wing Attack (Costs 2 Actions) . Azi Dahaka beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20  Dexterity  saving throw or take 12 (2d6 + 5) bludgeoning damage and be\xc2\xa0forced  prone . Azi Dahaka can then fly up to half its flying speed. \n'b'\n'b' About \n'b'  Demonic Avatar . Azi Dahaka is the product of a union between a storm demon and a dragon. Scholars speculate that it may, in fact, be an avatar of an immortal demon of deceit and killing the mortal form is not enough to end the threat; the avatar will only return. \n'b'  Sire of Storm and Swarm . Azi Dahaka takes delight in bringing down howling winds to cause misery and, when injured, its blood becomes rats, snakes, and stinging insects.'