b'Zmey \n'b'  Huge   dragon ,  chaotic evil  \n'b'  Armor Class  18 (natural armor)  Hit Points  189 (18d12 + 72)  Speed  30 ft., fly 50 ft., swim 30 ft.\n'b' STATS STR: 22 (+6) DEX:  13 (+1)  CON:  19 (+4)  INT:  16 (+3)  WIS:  16 (+3)  CHA:  12 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  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  15 (13,000 XP)  Proficiency Bonus  +5 \n'b' SPECIAL TRAITS \n'b'\n'b'  Amphibious . The zmey can breathe air and water. \n'b'  Legendary Resistance (3/Day) . If the zmey fails a saving throw, it can choose to succeed instead. \n'b'  Regeneration . The zmey regains 15  hp  at the start of its turn. If the zmey takes acid or fire damage, this trait doesn\xe2\x80\x99t function at the start of the zmey\xe2\x80\x99s next turn. The zmey dies if it starts its turn with 0  hp  and doesn\xe2\x80\x99t  regenerate . \n'b'  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\xe2\x80\x99t sever the final head. It regrows any severed heads when it finishes a long rest. The zmey\xe2\x80\x99s severed head grows into a zmey headling in 1d4 rounds. The headling isn\xe2\x80\x99t under the zmey\xe2\x80\x99s control, but it takes the zmey\xe2\x80\x99s requests or  actions  in the most favorable way it can. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The zmey makes two Claw attacks and as many Bite attacks as it has heads. \n'b'  Bite .  Melee Weapon Attack : +11 to hit, reach 10 ft., one target.  Hit : 19 (2d12 + 6) piercing damage. \n'b'  Claw .  Melee Weapon Attack : +11 to hit, reach 5 ft., one target.  Hit : 20 (4d6 + 6) slashing damage. \n'b'  Fire Breath (Recharge 5\xe2\x80\x936) . 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. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The zmey 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. The zmey regains spent legendary actions at the start of its turn. \n'b'\n'b'  Move . The zmey moves up to its speed, or flies up to half its flying speed, without provoking opportunity attacks. \n'b'  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 forced  prone . \n'b'  Tripartite Roar (Costs 2 Actions) . The zmey\xe2\x80\x99s 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. \n'b'\n'b' LAIR \n'b' Zmeys make their lairs in the deepest parts of the forest. They plant and grow trees into \xe2\x80\x9ccaves\xe2\x80\x9d with satellite \xe2\x80\x9crooms\xe2\x80\x9d within their lair. \n'b' On initiative count 20 (losing initiative ties), the zmey takes a lair action to cause one of the following effects; it can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b'  Hinder Movement . One hostile creature the zmey can see within 120 feet of it has its speed halved until initiative count 20 on the next round, as roots trip up walking and hanging branches and vines dangle in the way of flight. \n'b'  Invigorate Headlings . One severed zmey head the zmey can see within 120 feet of it immediately grows into a zmey headling, or one slain zmey headling the zmey can see within 120 feet of it regains 10 hp and becomes active again. A severed head or zmey headling smeared in a pound of salt can\xe2\x80\x99t be affected by this lair action. \n'b'  Spread Forest\xe2\x80\x99s Gloom . Light reduces in a 30-foot-radius sphere centered on a point the zmey can see within 120 feet of it. Bright light becomes dim light, dim light becomes darkness, and darkness becomes magical  darkness  in the sphere. The sphere lasts until the zmey dismisses it as an action, uses this lair action again, or dies. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing the zmey\xe2\x80\x99s lair is warped by the link between the creature and its forest home, which creates one or more of the following effects: \n'b'\n'b'  Fear and Rage . Creatures within 1 mile of the lair feel constantly on the verge of an overwhelming fight-or-flight response, keeping them on edge and making their  sleep  fitful. \n'b'  Unfriendly Forest . The forest within 6 miles of the lair is as uninviting as possible to those not native to it: unattended fires tend to go out mysteriously and new fires are hard to start, flora and fauna slain or foraged spoil almost immediately, and similar. \n'b'  Unnerving Presence . \xe2\x80\x9cCreatures within 3 miles of the lair are unsettled by the forest and frequently distracted by phantom chattering, tricks of the light, and other sensations. If the zmey dies, these effects fade over the course of 1d10 days. \n'b'\n'b' ABOUT \n'b' Crashing through the forest, this three-headed dragon stands upright, its long tail thrashing from side to side as it walks. \n'b' 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\xe2\x80\x94vicious terror and nature\xe2\x80\x99s protector. \n'b'  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 lesser dragons, while others believe zmeys have pacts with certain  druid  circles. \n'b'  Voracious Headlings . A zmey\xe2\x80\x99s head doesn\xe2\x80\x99t die when severed from its body. Within days, it becomes a miniature zmey, developing into a full-grown zmey after two months. Voracious appetite fuels this growth. Coating the head or headling in the first month of life prevents this growth.'