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Monster

Ashtyrranthor

Huge Dragon Β· Chaotic Evil

Waterdeep: Dungeon of the Mad Mage Page 210
Armor Class19
Hit Points256 (19d12 + 133)
SpeedWalk 40 ft., Climb 40 ft., Fly 80 ft.
Challenge17
STR27
DEX10
CON25
INT16
WIS13
CHA21

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. 19 () 🏹 Piercing damage plus 7 () πŸ”₯ Fire damage.

Claw

Melee Weapon Attack +14 to hit, reach 5 ft., one target. 15 () πŸ—‘οΈ Slashing damage.

Tail

Melee Weapon Attack +14 to hit, reach 15 ft., one target. 17 () πŸ”¨ 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 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

Ashtyrranthor exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 () πŸ”₯ 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 () πŸ”¨ Bludgeoning damage and be knocked . Ashtyrranthor can then fly up to half its flying speed.