Clay Cyanide EncountersFree, tier-scaled 5e encounters and drop-in VTT tokens for every miniature we sculpt.1,100+ creaturesFoundry, Roll20 & OwlbearSculpting minis since 2020Always free
Home Catalog Mythological Miniatures Zmij
Zmij — Mythological Miniatures STL miniature by Clay Cyanide

Zmij

Mythological Miniatures
Scale32mm, 75mm
FormatSTL, Pre-supported STL
PresupportedYes
Community4,041 views · 57 likes

Zmij — The Encounter

Many-Headed Storm-Wyrm of the Old Slavic Sky · a boss your table can run with almost no prep. SRD 5.1-compatible.

Who Is Zmij

In the old Slavic sky-tales the zmij is no mere beast but a hungering storm given scale and tooth, hatched (so the grandmothers swear) from a serpent that lived seven years unseen beneath a millstone. It hoards more than gold: it hoards weather, dragging frost and black cloud behind its wings so that the rye fails wherever it nests. The villages along the river paid it in cattle and, when the cattle ran thin, in daughters, until a horseman of the old faith rode out to cut its heads away. Yet that is the zmij's cruel gift, for where one head is struck another buds from the wound, and the man who would slay it must sear each stump with fire before a new mouth can open. It speaks in two voices at once, flatters in one while the other counts your bones, and it remembers every bargain ever broken against it across the long Slavic winters.

Run Zmij in Sixty Seconds

Zmij

Huge dragon, chaotic evil

CR 11 · 7,200 XP · GUIDELINE
AC 18 (frost-hardened scales) HP 207 (18d12+90) Speed 40 ft., fly 80 ft.
STR23+6
DEX12+1
CON20+5
INT14+2
WIS15+2
CHA17+3
SavesDex +5, Con +9, Wis +6, Cha +7
SkillsPerception +10, Intimidation +7
Immcold, frightened
Sensesblindsight 30 ft., darkvision 120 ft., passive Perception 20
LanguagesDraconic, Common

Many Heads. The zmij has advantage on saving throws against being blinded, charmed, deafened, knocked prone, or stunned. While it has more than one head, it cannot be surprised, and at the end of each of its turns it makes a free save against one effect causing it to be paralyzed or incapacitated.

Wakeful. While the zmij sleeps, at least one of its heads is awake. It cannot be caught unaware by stealth.

Actions

Multiattack. The zmij makes three Bite attacks, one from each of its serpentine heads. It can replace one Bite with a use of Frost Breath if available.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10+6) piercing damage plus 7 (2d6) cold damage.

Frost Breath (Recharge 5-6). The zmij exhales a blast of glacial wind from one head in a 30-foot cone. Each creature in that area makes a DC 17 Constitution saving throw, taking 36 (8d8) cold damage on a failed save, or half as much on a success. A creature that fails is restrained by creeping rime until the end of its next turn.

Bonus Actions & Reactions

Snapping Heads. When a creature the zmij can see moves out of its reach without Disengaging, the zmij can use its reaction to make one Bite attack against that creature with a fresh head.

Legendary Actions (3/Round)

Detect. The zmij makes a Wisdom (Perception) check.

Lashing Bite. The zmij makes one Bite attack with one of its heads.

Storm Wings (Costs 2 Actions). The zmij beats its wings. Each creature within 10 feet makes a DC 17 Dexterity saving throw, taking 10 (3d6) bludgeoning damage and being knocked prone on a failure. The zmij then flies up to half its speed.

Two crowned serpent-heads rear from a single frost-rimed body, vast bat-wings half-furled over a hoard of broken stone. Every scale glitters with hoarfrost, and both maws breathe a killing winter.

Zmij, Bound

Companion · acts on your initiative

Bound · GUIDELINE
AC 15 HP 124 (scaled ×0.6) Speed 40 ft., fly 80 ft.
STR23+6
DEX12+1
CON20+5
INT14+2
WIS15+2
CHA17+3

Cull the Stumps (signature). Zmij's strikes against a multi-headed creature deal an extra 9 (2d8) fire damage, searing wounds so new heads cannot bud.

Actions

Hewing Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.

Reactions

Ward the Line. When an ally within 5 feet is hit by an attack, Zmij can use her reaction to grant that ally +3 AC against it, possibly turning the hit into a miss.

A horsewoman of the old river-faith, branded by the storm-wyrm's breath and sworn to cut and cauterize every serpent-head she finds.

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
AC14HP8d8+16 (52) To-hit+4Save DC13

Run it as a single-headed hatchling wyrmling. Open with Frost Breath on the tightest cluster, then snap at whoever drops below half. Pair it with a Bagiennik or two so the party cannot simply gang the one head.

Tier 2Levels 5-10 · GUIDELINE
AC16HP14d10+56 (133) To-hit+6Save DC15

Two heads now. Lead with Frost Breath, then Multiattack the squishiest caster. Use Snapping Heads to punish anyone who tries to slip past, and keep it airborne with Storm Wings so melee struggles to commit.

Tier 3Levels 11-15 · NATIVE
AC18HP18d12+90 (207) To-hit+9Save DC17

Boss mode. Open from the air with Frost Breath into the party, land, and triple-Bite the kill target. Spend legendary actions on Lashing Bite each round and Storm Wings to scatter melee. It is a true solo for a 4-person table, but a Bagiennik or Vukodlak escort closes the back rank.

Put Zmij 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 Zmij?

Natively CR 11 (Tier 3, ~level 11-15), a 7,200 XP boss. Because it carries a real legendary kit plus the Snapping Heads reaction, it plays up a notch and can solo a 4-PC party. Scaled stat lines for Tier 1 and Tier 2 are included for lower tables.

Can Zmij be a companion or ally?

Not as the full dragon. For a player-side option use the bound companion Riri, Frost-Marked, the horsewoman who learned to cauterize its budding heads. Her Cull the Stumps and Ward the Line make her a strong anti-boss ally without overshadowing the party.

How do you fight a creature that regrows its heads?

Fire and discipline. The Many Heads trait makes it resist control, so commit to burst damage on one kill target while a fire source (or Riri's Cull the Stumps) sears the stumps. Break line of sight to deny Frost Breath, and force it to the ground so it cannot kite.

Tell Us How It Ran

Played Zmij 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