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Drom Azul — Dark Fantasy Monsters STL miniature by Clay Cyanide

Drom Azul

Dark Fantasy Monsters
Scale32mm, 75mm
FormatSTL, Pre-supported STL
PresupportedYes
Community236 views · 15 likes

Drom Azul — The Encounter

The Maw Beneath the World, primordial colossus of magma and hunger · a boss your table can run with almost no prep. SRD 5.1-compatible.

Who Is Drom Azul

The Book of Eibon names him The Maw Beneath the World: Drom Azul, the Primordial Colossus, whose body is the molten memory of the planet's first grief. Buried where tectonic flame still beats like a heart, he fed upon the bones of continents before life carried meaning, and the elder writings hold that mountains tremble when they remember the weight of his passage. He is not evil so much as hunger made divine, the world's own will given a body of cinder and chitin. When he stirs, volcanoes wake and the sea boils against drowning coasts. Cults of the deep places leave no offerings he wants, for he devours creation as ritual rather than malice, a reminder that nothing built upon the earth is eternal. Seers who press an ear to the ground claim they can hear him chewing, slow and patient, somewhere far below.

Run Drom Azul in Sixty Seconds

Drom Azul

Huge aberration, neutral

CR 11 · 7,200 XP · GUIDELINE
AC 17 (chitinous magma-plate) HP 184 (16d12+80) Speed 30 ft., burrow 30 ft.
STR23+6
DEX8-1
CON20+5
INT11+0
WIS16+3
CHA18+4
SavesCon +9, Wis +7
SkillsPerception +7
Resistbludgeoning, piercing, and slashing from nonmagical attacks
Immfire, poison; poisoned
Sensesdarkvision 120 ft., tremorsense 60 ft., passive Perception 17
Languagesunderstands Primordial and Deep Speech but speaks only in tremors

Magma Body. A creature that touches Drom Azul or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. When Drom Azul is hit by a melee attack, the attacker's nonmagical weapon takes a permanent and cumulative -1 penalty to damage rolls if it is metal; a weapon reduced to -5 is destroyed.

Tremorous Presence. Signature. The ground within 30 feet of Drom Azul is difficult terrain for its enemies, churning and buckling with each pulse of its buried heart. While it can hear, Drom Azul has advantage on Wisdom (Perception) checks that rely on vibration and cannot be surprised by creatures touching the ground.

Actions

Multiattack. Drom Azul makes one Devouring Maw attack and one Lashing Tendrils attack.

Devouring Maw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 6) piercing damage plus 7 (2d6) fire damage. If the target is a Large or smaller creature, it is grappled (escape DC 16) and swallowed on Drom Azul's next turn; a swallowed creature is blinded and restrained, has total cover, and takes 14 (4d6) fire damage at the start of each of its turns.

Lashing Tendrils. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw or be pulled up to 10 feet toward Drom Azul.

Bonus Actions & Reactions

Cinder Recoil (Reaction). When a creature Drom Azul can see hits it with a melee attack, Drom Azul erupts a gout of cinders at the attacker. The attacker must succeed on a DC 16 Dexterity saving throw or take 10 (3d6) fire damage and be pushed 10 feet away.

Legendary Actions (3/Round)

Tendril Lash. Drom Azul makes one Lashing Tendrils attack.

Magma Surge (Costs 2 Actions). Drom Azul slams the earth. Each creature within 20 feet must make a DC 16 Dexterity saving throw, taking 18 (4d8) fire damage on a failure, or half as much on a success. The area becomes difficult terrain until the start of Drom Azul's next turn.

Heave (Costs 1 Action). Drom Azul burrows up to half its speed without provoking opportunity attacks, then each creature within 10 feet of where it surfaces must succeed on a DC 16 Strength saving throw or be knocked prone.

A mountain-sized horror of cracked magma plate, gnashing maw, and a writhing crown of tendrils and ember-bright eyes, hauling itself up from the lava-veined earth on stubby clawed limbs.

Drom Azul, Bound

Companion · acts on your initiative

Bound · GUIDELINE
AC 13 HP 52 (scaled ×0.6) Speed 30 ft., burrow 30 ft.
STR23+6
DEX8-1
CON20+5
INT11+0
WIS16+3
CHA18+4

Molten Step (signature). The Drom Azul ignores difficult terrain caused by fire, lava, or rubble, and leaves a 5-foot trail of embers in its wake that deals 3 (1d6) fire damage to a creature entering it for the first time on a turn.

Actions

Searing Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage plus 3 (1d6) fire damage.

Reactions

Ash Veil. When an ally within 10 feet is targeted by an attack, the Drom Azul belches ash; the attacker has disadvantage on that attack roll.

A dog-sized splinter of the colossus that broke loose in an eruption and never cooled, smoldering at the heels of whoever fed it first.

Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.

How It Fights — by Tier

Same creature, scaled threat. The traits never change; only the numbers move.

Tier 1Levels 1-4 · GUIDELINE
AC14HP8d10+24 (68) To-hit+4Save DC13

Open by burrowing under the party and surfacing in the cluster with Magma Surge. Bite the squishiest caster with the Devouring Maw and swallow it to split the party's attention. At this scale run it with a single bound Cinderling, not solo, and let Tremorous Presence trap melee in difficult terrain.

Tier 2Levels 5-10 · GUIDELINE
AC16HP12d12+48 (126) To-hit+7Save DC15

Lead with Lashing Tendrils to drag the backline into Magma Body range, then bite. Use Cinder Recoil every time a fighter closes so melee bleeds. Pair it with a couple of Cinderlings or a cult of fire-worshippers; kill-priority is whoever can dispel or fly, since they ignore the churning floor.

Tier 3Levels 11-15 · NATIVE
AC17HP16d12+80 (184) To-hit+9Save DC16

True centerpiece boss. Open with Magma Surge into the densest knot, swallow a striker, then spend legendary actions on Tendril Lash to keep pulling the backline into the burn. Save Heave to scatter a stacked melee line and break concentration; if the party brings strong fire resistance, lean on grapple, prone, and forced movement instead of raw fire.

Put Drom Azul on the table

Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.

Get the STL on MyMiniFactory →

Clay Cyanide Companion Rules v1

How a bound creature acts

Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.

Questions, Asked at the Table

What CR is Drom Azul?

Drom Azul is built as a Challenge Rating 11 centerpiece boss (7,200 XP), tuned for an 11th-15th level party. Because it carries a real legendary-action and reaction kit, its statline sits one band below raw CR so a four-PC party does not get out-actioned; scaled-down Tier 1 and Tier 2 versions are provided for lower-level tables.

Can Drom Azul be a companion or ally?

Drom Azul itself is a world-eating colossus, not an ally, but a bound Cinderling (AC 13, 52 HP) makes a fine companion: a smoldering splinter of the colossus that leaves an ember trail, claws with fire, and throws up an Ash Veil to spoil an attack on a friend.

Does Magma Body really destroy weapons?

Yes. Each melee hit with a metal nonmagical weapon takes a permanent, cumulative -1 damage penalty, and a weapon hitting -5 is destroyed. Magic weapons are unaffected, so reward parties who bring enchanted steel, fire resistance, or ranged options against this fight.

Tell Us How It Ran

Played Drom Azul at your table? Log in with your Obsidian Tavern account to leave a balance note, a war story, or a file issue — the sharpest reports get the block revised.

Technical Specifications

Native Scale

32mm, 75mm

File Contents

STL, Pre-supported STL

Recommended Resin

Standard or ABS-like resin, 0.05mm layer height

Presupported

Yes — ready to print, optimized supports included