Legendary Resistance (3/Day). If the Akantor fails a saving throw, it can choose to succeed instead.
Multiattack. The Akantor can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Frightful Presence. Each creature of the Akantor’s choice that is within 120 feet of the Akantor and aware of it must succeed on a DC 21 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 the Akantor’s Frightful Presence for the next 24 hours.
Sonic Beam (Recharge 5–6). The Akantor exhales a sonic beam in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 91 (26d6) thunder damage on a failed save, or half as much damage on a successful one.
The Akantor 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 Akantor regains spent legendary actions at the start of its turn.
Detect. The Akantor makes a Wisdom (Perception) check.
Tail Attack. The Akantor makes a tail attack.
Roar (Costs 2 Actions). The Akantor rears up on its hind legs and roars. Each creature within 60 feet of the Akantor must succeed on a DC 25 Constitution saving throw or take 25 (3d12 + 10) thunder damage and become deafened.
Description
The Akantor is a massive, vaguely snapping turtle-like wyvern that dwells in magma. Akantors are covered with massive reddish black spikes and durable shells, and have both large sharp claws on their legs but also a similar structure on its tail. The Akantor's most distinctive feature aside from its fearsome spikes are the pair of dreadful tusks on its head. These tusks are both nearly as long as the entirety of the head. The underside of the Akantor is a much tanner color than the rest of its body, and is comparatively lacking in dangerous protrusions.
Lair and Lair Actions
An Akantor’s Lair
Akantor's live typically in volcanic environments. They are so destructive to their environments that they force all other monsters to evacuate the area, meaning the Akantor has a limited food supply, forcing them to locate a new lair to survive. This causes massive ecological damage over time.
Lair Actions
On initiative count 20 (losing initiative ties), the Akantor takes a lair action to cause one of the following effects; the Akantor can’t use the same effect two rounds in a row:
- Magma erupts from a point on the ground the Akantor 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 Akantor. Each creature other than the Akantor 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 Akantor 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. While poisoned in this way, a creature is incapacitated.
Regional Effects
The region containing a legendary red Akantor’s lair is warped by the Akantor's destructive strength, which creates one or more of the following effects:
- Small earthquakes are common within 6 miles of the Akantor’s lair.
- Water sources within 1 mile of the lair are unnaturally warm and tainted by sulfur.
If the Akantor dies, these effects fade over the course of 1d10 days.
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