Azi, Sruvara
“Meet the Sruvara: The Poisonous Dragon That Can Melt Armor, Curse Your Soul, and Corrupt an Entire Kingdom!”

The Sruvara is a serpentine nightmare—a sinuous, slate-gray dragon with scales like jagged metal plates and toxic, olive-green veins of corrosive verdigris seeping between them. Its elongated body, stretching 26 feet, ripples with unnatural grace, supported by two pairs of membranous wings that beat with disturbing silence. Its gaunt, skeletal visage bears an unsettling draconic grin, with fangs that drip venom potent enough to melt steel. Eyes like pools of black bile seem to drink in suffering, glinting with cruel intelligence.
In behavior, the Sruvara is sadistic and theatrical, reveling in the slow destruction of those it targets. Preferring psychological torment to brute force, it stalks prey over days or weeks, poisoning water sources, cursing the land, and leaving mocking signs of its presence—a dead animal defiled, a child’s toy corroded to ruin. This calculated malevolence breaks minds and saps hope before the Sruvara even strikes, ensuring its victims are weakened in body and spirit.
Dwelling primarily in warm marshes or forgotten wetlands, it thrives in regions of decay and stagnation, where its toxins can spread unhindered. It often claims swamps, oases, or abandoned ruins as lairs, corrupting the land until it festers with poison and disease. The desolation it leaves behind earns it whispered names like “The Blight Serpent” or “Venom’s Shadow.”
The Sruvara’s modus operandi is one of insidious attrition. It sabotages communities by poisoning wells, cursing leaders, or sowing madness with illusions and mental assaults. When its prey is weakened, it strikes with overwhelming speed, spewing acid and toxins while gleefully watching armor corrode and flesh dissolve. It relishes the suffering of individuals forced to make impossible choices—whether to save themselves or sacrifice loved ones.
Motivated by a deep, almost primal delight in spreading corruption, the Sruvara sees itself as a harbinger of entropy. Whether born from a divine curse or shaped by some forgotten evil, its purpose is clear: to poison innocence, despoil beauty, and leave behind a tainted world where despair reigns supreme.
Azi, Sruvara 5e
Azi, Sruvara Pathfinder
Azi, Sruvara

Huge Dragon (Fiend), Chaotic Evil
Armor Class 19 (Natural Armor)
Hit Points 317 (26d12 + 156)
Speed 60 ft., fly 120 ft., climb 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
27 (+8) | 26 (+8) | 25 (+7) | 12 (+1) | 15 (+2) | 20 (+5) |
Saving Throws Dex +14, Con +13, Wis +8, Cha +11
Skills Perception +15, Intimidation +17, Stealth +14
Damage Immunities Poison, Acid
Damage Resistances Fire, Cold
Condition Immunities Blinded, Charmed, Frightened, Paralyzed, Poisoned
Senses Darkvision 120 ft., Passive Perception 25
Languages Common, Infernal, Draconic
Challenge 18 (20,000 XP)
TRAITS
- Legendary Resistance (3/Day). If the sruvara fails a saving throw, it can choose to succeed instead.
- Poisonous Aura. The sruvara emits a toxic aura in a 10-foot radius. Creatures that start their turn within this area must succeed on a DC 22 Constitution saving throw or take 14 (4d6) poison damage.
- Abyssal Flight. The sruvara’s wings are shadowy, leathery, and inscribed with infernal runes, granting it an additional 10 feet of flying speed. While flying, the sruvara leaves a trail of poisonous mist behind it, which lasts for 1 round.
ACTIONS
- Multiattack. The sruvara makes three attacks: one with its bite, one with its claws, and one with its stinger.
- Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 29 (4d10 + 8) piercing damage plus 14 (4d6) poison damage. The target must succeed on a DC 22 Constitution saving throw or be poisoned for 1 minute. While poisoned this way, the target takes 14 (4d6) poison damage at the start of each of its turns.
- Claws. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 8) slashing damage.
- Stinger. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 24 (3d10 + 8) piercing damage plus 14 (4d6) poison damage. The target must succeed on a DC 22 Constitution saving throw or take 28 (8d6) poison damage at the start of each of its turns for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Breath Weapon (Recharge 5-6). The sruvara exhales a cone of poisonous acid in a 90-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 55 (10d10) acid damage and 27 (6d6) poison damage on a failed save, or half as much damage on a successful one. The acid is so corrosive that it also melts metal armor (DC 23 Dexterity saving throw to avoid damage).
- Noxious Cloud (Recharge 6). The sruvara can create a cloud of toxic gas around itself. This cloud extends out 30 feet from the dragon and lasts for 1 minute, or until the sruvara moves. Creatures within the cloud must succeed on a DC 22 Constitution saving throw or take 28 (8d6) poison damage and become poisoned for 1 minute. Creatures that succeed on the save take half damage and are not poisoned. The cloud heavily obscures the area, and creatures that breathe are at risk of taking further damage if they stay inside the cloud.
- Cursed Mark (Recharge 5-6). The sruvara can target one creature it can see within 60 feet. The creature must succeed on a DC 22 Wisdom saving throw or bear a cursed sigil on its skin for 1 hour. The sigil prevents the target from taking any action it believes is benevolent or heroic in nature. A creature can only make this saving throw at the end of each of its turns, ending the curse on a success.
LEGENDARY ACTIONS
The sruvara 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’s turn. The sruvara regains spent legendary actions at the start of its turn.
- Attack. The sruvara makes one bite or claw attack.
- Wing Buffet (Costs 2 Actions). The sruvara beats its wings. Each creature within 15 feet of it must succeed on a DC 22 Strength saving throw or be knocked prone and take 15 (3d6) bludgeoning damage.
- Poisonous Cloud (Costs 3 Actions). The sruvara exhales a smaller version of its noxious cloud, affecting only a 10-foot radius around it. Creatures within the cloud must make a DC 22 Constitution saving throw or take 14 (4d6) poison damage and become poisoned for 1 minute. The cloud lasts for 1 round.
TACTICS
- Hit-and-Run. The sruvara is a highly mobile, stealthy predator, using its flying speed to maneuver around the battlefield. It prefers to stay airborne, using Noxious Cloud to create chaos in melee combat while raining down Breath Weapon attacks from above.
- Poisonous Presence. The sruvara relies on its Poisonous Aura and Poisonous Cloud to control the battlefield, weakening foes with constant poison damage and impairing their ability to fight.
- Corruptive Influence. Using its Cursed Mark, the sruvara attempts to make its enemies act against their own best interests, forcing them to hesitate or fail to take actions that could aid their allies.
- Strike First, Strike Hard. In combat, the sruvara often opens with its Breath Weapon, followed by its Stinger attack to immediately apply poisonous damage and weaken the opponent. If engaged in melee, it uses Claws and its Bite to incapacitate and poison its foes.
ENVIRONMENT

The sruvara prefers warm marshes, swamps, and desolate wastelands, where it can easily blend into the surroundings and use its stealth to stalk prey. It often establishes lairs near sources of corruption or decay, such as ruined temples or poisoned forests, spreading its toxic influence far and wide.
MOTIVATION
The sruvara is a sadistic creature driven by a hunger for dominance and the slow corruption of the world around it. It delights in the suffering of others, particularly when it can manipulate them through its poisonous influence. The dragon seeks to spread its toxic curse, causing pain and discord wherever it roams. Its ultimate goal is to taint and destroy any semblance of purity or hope, leaving only darkness and decay in its wake.

Hissing poison drips from the many-fanged maw of this monstrous serpent. Its body like that of some gigantic venomous snake, this sinister wyrm-like beast undulates with frightening speed, and two pairs of lean wings rise from the base of a thick neck supporting a powerful, draconic visage.
Though the smallest of the azi, sruvaras rival their brethren in potency. Their sleek build and stealthy manner allows them to stalk prey like the most deft jungle hunters, while their innate cunning and sadism make them blights upon whatever land they choose to despoil. While many azi are arrogant and greedy, sruvara are maniacal and cruel, reveling in the screams of long-tortured victims and the plight of parched villagers forced to choose between watering themselves or their children. One ancient legend told among desert claims the sruvara sprang from the lips of Eblis himself as he uttered his first curse, a thing of living venom that would poison the world for all time.
A sruvara’s scales look like ridges of slate or flat gray metal. Between these scales, an organic olive-colored powder creeps like toxic verdigris. A typical adult sruvara measures 26 feet from the tip of its tapered snout to the toxic tip of its stinger, with most of this length accounted for by its long neck and tail. A sruvara stands 8 feet at the shoulder. Large yet thin, the average sruvara weighs only 2,200 pounds.
Sruvara CR 15 |
NE Huge dragon Init +12; Senses Darkvision 60 ft., Low-Light Vision; Listen +13, Spot +12 |
Defense |
AC 34, touch 16, flat-footed 26 (+8 Dexterity, +18 natural, -2 size) hp 243 (18d12+126) Fort +18, Ref +21, Will +13 DR 10/magic; Immune disease, Paralysis effects, poison, sleep; Resist acid 10, fire 10; SR 25 |
Offense |
Speed 60 ft., Climb 30 ft., Fly 120 ft. (good) Melee bite +24 (2d8+8 plus poison) and 2 claws +22 (2d6+4) and sting +22 (2d6+4 plus poison) Space 15 ft., Reach 10 ft. (bite 15 ft.) Special Attacks breath weapon, noxious cloud, poison Spell-Like Abilities (CL 16th) At will – acid arrow, curse water, detect thoughts (DC 17), major image (DC 18), ventriloquism (DC 15) 3/day – blindness/deafness (DC 17), confusion (DC 19), dimension door, displacement (DC 18) 1/day – acid fog, gaseous form |
Statistics |
Strength 27, Dexterity 26, Constitution 25, Intelligence 12, Wisdom 15, Charisma 20 Base Atk +18; Grapple +34 Feats Blind-Fight, Combat Expertise, Combat Reflexes, Improved Initiative, Improved Trip, Lightning Reflexes, Multiattack Skills Appraise +12, Balance +19, Bluff +26, Climb +26, Hide +21, Intimidate +18, Jump +30, Knowledge (arcana) +11, Listen +13, Move Silently +29, Spot +12 Languages Common, Draconic, Infernal |
Ecology |
Environment warm marshes Organization solitary Treasure standard Advancement 19-27 HD (Huge), 28-36 HD (Gargantuan) |
Special Abilities |
Breath Weapon (Su) A sruvara can spit forth a stream of poison so corrupt it can sear skin and dissolve metal (100- foot line, once every 1d4 rounds, damage 12d8 acid, Reflex DC 26 half ). Any creature damaged by an sruvara’s breath must make an additional DC 26 Fortitude save or be poisoned (initial and secondary damage 1d4 Constitution). This poison is so concentrated that even living creatures normally immune to poison, such as high-level druids and monks, wearers of magic items like a periapt of proof against poison, demons, or other creatures, must still save against this poison. Nonliving creatures like constructs and undead remain immune to this poison. Additionally, the first creature struck by a sruvara’s line of poison that fails its Reflex save takes a concentrated burst of the poison, instantly causing its armor to corrode, completely destroying it. Magic armor must succeed on an additional DC 26 Reflex save to resist being dissolved. All save DCs are Constitution-based. Cursed to Corruption (Su) Sruvaras spread the taint of evil wherever they go, and delight in few things more than tarnishing the gleam of true innocence with their corruption. Once every minute, a sruvara can spit a blasphemous curse. The target must make a DC 24 Will save or have an angry blemish rise upon its skin in the form of some foul sigil. This mark is treated in all ways as a foul version of the spell mark of justice, cursing the target to avoid performing some benevolent act the sruvara deems ironic or otherwise fitting. The save DC is Charisma-based. Noxious Cloud (Su) The greenish tinge on the sruvara’s scales is in fact a potent poison (inhaled, Fortitude DC 26, initial 1d6 Wisdom, secondary 2d6 Wisdom). As a standard action, a sruvara can violently shake its body, freeing the poison from its scales, causing a noxious, mind-numbing cloud to erupt around its body. This cloud extends 10 feet from the creature and is treated as a poisonous form of obscuring mist that persists for 1d4 rounds. All creatures nearby the azi when it creates the cloud or who end their turn in the cloud are subject to its poison. Creatures who do not breathe are immune. The save DC is Constitution-based. Poison (Ex) Injury, Fortitude DC 26, initial and secondary damage 1d6 Strength. The save DC is Constitution based. |