THE SHARED REFERENCE Adventurer

Monster

Brother Adramalech

Outside your table’s allowed sources

Official reference · CoA · 2014

Creature type
Fiend
Size
Medium
Armor class
19 (natural armor)
Hit points
212 (25d8 + 100)
Speed
Walk 30 ft.
Challenge rating
21
Alignment
Lawful Evil
Strength
14
Dexterity
16
Constitution
18
Intelligence
25
Wisdom
25
Charisma
25
Passive Perception
17
Saving Throws
int: +14; wis: +14; cha: +14
Skills
arcana: +14; deception: +21; insight: +14; intimidation: +14; persuasion: +21; religion: +14
Senses
darkvision 120 ft.
Languages
Celestial, Common, Draconic, Infernal, telepathy 120 ft.
Resistances
cold, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks that aren't silvered; cond: True
Immunities
fire, poison
Condition Immunities
charmed, poisoned

Traits

Devil's Sight

Magical darkness doesn't impede Adramalech's darkvision.

Magic Resistance

Adramalech has advantage on saving throws against spells and other magical effects.

Unbreakable Bond

If Adramalech is reduced to 0 hit points while Brother Morax still lives, Adramalech regenerates 50 hit points at the start of his next turn. This regeneration is interrupted if Brother Morax is reduced to 0 hit points before the start of Adramalech's turn.

Actions

Multiattack

Adramalech makes four attacks using Mental

Barrage

He can replace one of the attacks with Brain Freeze or Cone of Madness (if available).

Mental Barrage

Melee Weapon Ranged Weapon Attack: +14 to hit, reach 5 ft. or range 60/120 ft., one target. Hit: 25 (4d8 + 7) psychic damage.

Brain Freeze

Adramalech attempts to overload the brain of a creature he can see within 60 feet of him. The target must make a DC 22 Intelligence saving throw, taking 22 (4d10) psychic damage on a failed save, or half as much on a successful one. Creatures that fail the saving throw have the stunned condition for up to 1 minute. A stunned creature may repeat the saving throw at the end of each of their turns, ending the effect on a success.

Cone of Madness (Recharge 4–6)

Adramalech unleashes visions in a 30-foot cone in front of him. All creatures in the cone must make a DC 22 Wisdom saving throw, taking 17 (5d6) psychic damage on a failed save, or half as much on a successful one. For up to 1 minute, creatures that failed the save can't take reactions and each turn must use their action to make a melee attack against the nearest creature. Creatures may repeat the saving throw at the end of each of their turns, ending the effect on a success.

Bonus actions

Conjure Effigy (Recharge 6)

Adramalech targets a creature, reading its thoughts and creating an effigy of a loved one in an unoccupied space that he can see within 60 feet of Adramalech. The effigy has 55 (10d10) hit points, an AC of 10, and ability scores of 10. It occasionally shouts for help, but otherwise takes no actions. While the effigy is alive, the target creature has disadvantage on attacks targeting Adramalech and any time the effigy takes damage, the target creature also takes an equal amount as psychic damage. If the effigy is killed, the target creature gains a level of exhaustion. If Adramalech is killed while effigies exist, they harmlessly melt into a warm sludge.

Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.

Legendary actions

Barrage

Adramalech makes a Mental Barrage attack.

Mental Blocker

Adramalech fortifies the mind of a creature he can see within 60 feet of him, or himself. The target benefits as if the Greater Restoration spell has been cast on them and is granted resistance to psychic damage until the end of Adramalech's next turn.

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