19 (natural armor)
290 (20d20 + 80)
walk 60 ft., fly 120 ft.
Str +14, Dex +10, Wis +9
Athletics +14, Perception +16
damage from spells
poison; bludgeoning, piercing, and slashing from nonmagical attacks
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
darkvision 360 ft.
the languages spoken by its creator
21
+7
When the adranach is reduced to half its hit point maximum (145 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 20 feet of the adranach or enters that area for the first time on a turn takes 21 (6d6) radiant damage. Additionally, if a creature casts a spell within this area, it must make a DC 18 ability check using its spellcasting ability. On a failure, the spell backfires, consuming the spell slot and dealing 7 (2d6) 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's carrying capacity is doubled, as is the weight it can push, drag, or lift.
The adranach can cast invisibility on itself at will. While it is invisible, its speed is doubled.
If the adranach fails a saving throw, it can choose to succeed instead.
The adranach makes three attacks: two with its claws and one with its tail.
Melee Weapon Attack: +14 to hit, one target, reach 5 ft. Hit: 33 (4d12 + 7) slashing damage.
Melee Weapon Attack: +14 to hit, one target, reach 15 ft. Hit: 20 (2d12 + 7) bludgeoning damage.
The adranach targets up to six creatures it can see within 120 feet of it. Each target must succeed on a DC 22 Dexterity saving throw or take 35 (10d6) force damage.
The adranach 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 adranach regains spent legendary actions at the start of its turn.
The adranach makes one claw attack.
The adranach casts invisibility and moves up to its walking or flying speed. (This movement doesn't benefit from its Slipstream trait.)
A burst of astral energy flares from the adranach's body. Each creature within 60 feet of it must make a DC 22 Constitution saving throw. On a failed save, a creature takes 27 (5d10) force damage and is blinded until the end of its next turn. On a successful save, the creature takes half as much damage and is not blinded. The adranach then turns invisible until the start of its next turn or until it makes an attack.