Master Adranach
Tal'Dorei Campaign Setting: Reborn p. 225 (Third Party)
- Size
- Gargantuan
- Type
- construct
- AC
- 19 (natural armor)
- Hit Points
- 290 (20d20+80)
- Speed
- walk 60 ft., fly 120 ft.
- Saving Throws
- Str +14, Dex +10, Wis +9
- Skills
- Athletics +14, Perception +16
- Resistances
- damage from spells
- Immunities
- poison; bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities
- charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses
- darkvision 360 ft.
- Passive Perception
- 26
- Languages
- the languages spoken by its creator
- Challenge
- 21
- Lineage
- Adranach
Traits
Proficiency Bonus
+7
Arcane Leak
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.
Immutable Form
The adranach is immune to any spell or effect that would alter its form.
Magic Resistance
The adranach has advantage on saving throws against spells and other magical effects.
Magic Weapons
The adranach's weapon attacks are magical.
Colossal Build
The adranach's carrying capacity is doubled, as is the weight it can push, drag, or lift.
Slipstream
The adranach can cast invisibility on itself at will. While it is invisible, its speed is doubled.
Legendary Resistance (3/Day)
If the adranach fails a saving throw, it can choose to succeed instead.
recharge
3/DAY
Actions
Multiattack
The adranach makes three attacks: two with its claws and one with its tail.
Claws
Melee Weapon Attack: +14 to hit, one target, reach 5 ft. Hit: 33 (4d12 + 7) slashing damage.
Tail
Melee Weapon Attack: +14 to hit, one target, reach 15 ft. Hit: 20 (2d12 + 7) bludgeoning damage.
Force Bolts (Recharge 5-6)
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.
recharge
D5
Legendary Actions
Legendary Actions (3/Turn)
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.
recharge
3/TURN
Claw Attack
The adranach makes one claw attack.
Vanish (Costs 2 Actions)
The adranach casts invisibility and moves up to its walking or flying speed. (This movement doesn't benefit from its Slipstream trait.)
Starry Burst (Costs 3 Actions)
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.