Monster
Ashtyrranthor
Outside your table’s allowed sources
Official reference · WDMM · 2014
- Creature type
- Dragon
- Size
- Huge
- Armor class
- 19 (natural armor)
- Hit points
- 256 (19d12 + 133)
- Speed
- Walk 40 ft., Climb 40 ft., Fly 80 ft.
- Challenge rating
- 17
- Alignment
- Chaotic Evil
- Strength
- 27
- Dexterity
- 10
- Constitution
- 25
- Intelligence
- 16
- Wisdom
- 13
- Charisma
- 21
- Passive Perception
- 23
- Saving Throws
- dex: +6; con: +13; wis: +7; cha: +11
- Skills
- perception: +13; stealth: +6
- Senses
- blindsight 60 ft., darkvision 120 ft.
- Languages
- Common, Draconic
- Immunities
- fire
Traits
Legendary Resistance (3/Day)
If Ashtyrranthor fails a saving throw, it can choose to succeed instead.
Actions
Multiattack
Ashtyrranthor can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.
Claw
Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail
Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence
Each creature of Ashtyrranthor's choice that is within 120 feet of Ashtyrranthor and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Ashtyrranthor's Frightful Presence for the next 24 hours.
Fire Breath (Recharge 5–6)
Ashtyrranthor exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.
Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.
Legendary actions
Detect
Ashtyrranthor makes a Wisdom (Perception) check.
Tail Attack
Ashtyrranthor makes a tail attack.
Wing Attack (Costs 2 Actions)
Ashtyrranthor beats its wings. Each creature within 10 feet of Ashtyrranthor must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Ashtyrranthor can then fly up to half its flying speed.
Innate Spellcasting
Ashtyrranthor's spellcasting ability is Charisma. She can innately cast the following spells, requiring no material components:
1/day each: alarm, detect magic, gaseous form, misty step, passwall, see invisibility