Huge dragon, chaotic evil
- Armor Class
- 19 (natural armor)
- Hit Points
- 256 (19d12 + 133)
- Speed
- fly 80 ft., 40 ft., climb 40 ft.
- Challenge
- 17 (18,000 XP)
- Saving Throws
- Cha +11, Con +13, Dex +6, Wis +7
- Skills
- Stealth +6, Perception +13
- Damage Immunities
- fire
- Senses
- blindsight 60 ft., darkvision 120 ft., passive Perception 23
- Languages
- Common, Draconic
Traits
If Ashtyrranthor fails a saving throw, it can choose to succeed instead.
Actions
Ashtyrranthor can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.
Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
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.
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 Actions
Ashtyrranthor makes a Wisdom (Perception) check.
Ashtyrranthor makes a tail attack.
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.
Spellcasting
Ashtyrranthor's spellcasting ability is Charisma. She can innately cast the following spells, requiring no material components: