A zmey’s head doesn’t die when severed from the body. Instead, the head rapidly (within 2d6 rounds) sprouts a stunted body and two vestigial claws with which it can fight and drag itself across the ground. Within days it develops into a complete, miniature zmey, and by the time two lunar cycles elapse, the head regenerates into a full-grown Zmey with three heads.
Constant Feeding Frenzy. Such rapid growth is fueled by a voracious appetite. A zmey headling eats everything it can, including its previous body, to satisfy its intense, maddening hunger and sustain its regeneration. Many stories about the horrific violence of the zmey are reports of voracious headlings, not mature zmey.
Medium dragon, chaotic evil
Armor Class 16 (natural armor)
Hit Points 105 (14d8 + 42), regeneration 5/round
Speed 30 ft., swim 20 ft.
|16 (+3)||10 (+0)||17 (+3)||8 (-1)||16 (+3)||8 (-1)|
Damage Resistances cold, fire
Condition Immunities paralyzed, unconscious
Senses darkvision 60 ft., passive Perception 13
Languages Common, Draconic, Sylvan
Challenge 5 (1,800 XP)
Amphibious. The zmey headling can breathe air and water.
Regeneration. The zmey headling reaver regains 10 hit points at the start of its turn. This trait doesn’t function if the zmey headling took acid or fire damage since the end of its previous turn. It dies if it starts its turn with 0 hit points and doesn’t regenerate.
Multiattack. The zmey headling makes one claw attack and one bite attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
Fire Breath (Recharge 6). The zmey headling exhales fire in a 30-foot cone. Each creature in that area takes 16 (3d10) fire damage, or half damage with a successful DC 16 Dexterity saving throw.