THE SHARED REFERENCE Adventurer

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

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