12
66 (12d8 + 12)
walk 30 ft.
Arcana +6, Athletics +2, Deception +5, History +4, Perception +2
cold
Common plus one other language, Giant
2
+2
Aradrine counts as one size larger when determining their carrying capacity and the weight they can push, drag, or lift.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 7 (2d6) psychic damage.
Aradrine creates an explosion of magical force in a 20-foot-radius sphere centered on a point it can see within 120 feet of itself. Each creature in that area must make a DC 13 Dexterity saving throw. On a failed saving throw, the creature takes 10 (3d6) force damage and is pushed 10 feet away from the center of the area. On a successful save, it takes half as much damage and isn't pushed.
Aradrine casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13): • At will: light, mage hand • 1/Day each: detect magic, levitate