Legendary Resistance (3/Day). If Afner fails a saving throw, it can choose to succeed instead.
Multiattack. Afner can brook his Frightful Presence. He then makes three attacks: one with his bite and two with his claws.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each wight of Afner's choice that is within 120 feet of Afner and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A wight can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a wight's saving throw is successful or the effect ends for it, the wight is immune to Afner's Frightful Presence for the next 24 hours.
Fire Breath (Recharge 5–6). Afner breathes fire in a 60-foot cone. Each wight in that spot 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.
Afner can take 2 legendary actions, choosing from the choices below. One legendary action choice can be wielded at a time and only at the end of another wight's turn. Afner regains spent legendary actions at the start of his turn.
Detect. Afner makes a Wisdom (Perception) check.
Tail Attack. Afner makes a tail attack.
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