17 (natural armor)
170 (20d12 + 40)
walk 40 ft., fly 60 ft.
Str +11, Dex +8
Athletics +11, Perception +7
damage from spells
poison; bludgeoning, piercing, and slashing from nonmagical attacks
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
darkvision 120 ft.
understands the languages spoken by its creator but can't speak
12
+5
When the adranach is reduced to half its hit point maximum (85 hit points), its mithral mask cracks and its arcane form begins to waver, creating a field of unstable magic around it. Any creature that starts its turn within 10 feet of the adranach or enters that area for the first time on a turn takes 10 (3d6) radiant damage. Additionally, if a creature casts a spell within this area, it must make a DC 14 ability check using its spellcasting ability. On a failure, the spell backfires, consuming the spell slot and dealing 3 (1d6) force damage to the caster for each level of the spell slot that was consumed.
The adranach is immune to any spell or effect that would alter its form.
The adranach has advantage on saving throws against spells and other magical effects.
The adranach's weapon attacks are magical.
The adranach counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.
The adranach makes two attacks with its claws.
Melee Weapon Attack: +11 to hit, one target, reach 5 ft. Hit: 32 (4d12 + 6) slashing damage.
The adranach targets up to four creatures it can see within 60 feet of it. Each target must succeed on a DC 18 Dexterity saving throw or take 28 (8d6) force damage.