Ashtyrranthor

(Waterdeep: Dungeon of the Mad Mage)

Huge dragon, Chaotic Evil

Armor Class19 (natural armor)
Hit Points256 (19d12 + 133)
Speed40 ft., climb 40 ft., fly 80 ft.
STRDEXCONINTWISCHA
27 (+8) 10 (+0) 25 (+7) 16 (+3) 13 (+1) 21 (+5)
Saving ThrowsCha +11, Con +13, Dex +6, Wis +7
SkillsPerception +13, Stealth +6
Damage Vulnerabilities—
Damage Resistances—
Damage Immunitiesfire
Condition Immunities—
Sensesblindsight 60 ft., darkvision 120 ft., passive Perception 23
LanguagesCommon, Draconic
Challenge17

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 Attack Roll: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.

Claw.

Melee Attack Roll: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail.

Melee Attack Roll: +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 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 each/day: alarm, detect magic, gaseous form, misty step, passwall, see invisibility