Ashen Rage (Mythic Trait; Recharges after a Short or Long Rest). If Athrazor is reduced to 0 hit points, he doesn't die or fall unconscious. Instead, he regains 330 hit points. In addition, his movement no longer provokes opportunity attacks and his attacks leave lasting wounds on their target. At the start of each of its turns, a wounded creature takes 1d6 fire damage for each time the creature has been struck. A creature can then make a DC 15 Constitution saving throw, ending the effect of all wounds on itself on a success.
Rampage. When Athrazor reduces a creature to 0 hit points with a melee attack on his turn, Athrazor can take a bonus action to move up to half his speed and make a claw attack against a creature within range.
Magic Resistance. Athrazor has advantage on saving throws against spells and other magical effects.
Legendary Resistance (3/Day). If Athrazor fails a saving throw, he can choose to succeed instead.
Multiattack. Athrazor can use his Frightful Presence. He then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 14 (4d6) fire damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. In addition, the target must succeed on a DC 24 Strength saving throw or be pushed up to 15 feet away from Athrazor.
Frightful Presence. Each creature of Athrazor's choice that is within 120 ft. of him and aware of it must succeed on a DC 23 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw ending the effects. If a creature succeeds the saving throw the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Fire Breath (Recharge 5–6). The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.
Smoke Breath (Recharge 5–6). The dragon exhales smoke in a 90-foot cone. The smoke spreads around corners. It lasts for one minute or until a strong wind disperse it. Creatures within this space blinded and heavily obscured.
Bloody Rampage. When Athrazor takes damage, he makes one attack with its claws against a random creature within range.
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Move. Athrazor moves up to his movement.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
If Athrazor 's Mythic trait is active, he can use the options below as legendary actions for 1 hour after activation.
Heat Wave. Athrazor creates a blast of heat within 300 ft. of himself. Each creature in the area in physical contact with metal objects takes 21 (6d6) fire damage. In addition, each creature in the area that isn't resistant or immune to fire damage must make a DC 25 Constitution saving throw or gain one level of exhaustion.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
- Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
- A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
- Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn.
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