Huge Fiend, Any Evil Alignment
Armor Class 20 Thick Hide
Hit Points 252 (18d12 + 144)
Speed 40 ft., Climb 80 ft.
STR
24 (+7)
DEX
18 (+4)
CON
26 (+8)
INT
16 (+3)
WIS
20 (+5)
CHA
22 (+6)
Saving Throws CON +14, INT +9, WIS +11, CHA +12
Skills Acrobatics +11, Deception +13, Insight +12, Perception +12
Damage Vulnerabilities Fire
Damage Resistances Cold, Lightning; Bludgeoning, Piercing, and Slashing from Magic Weapons
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120ft, Passive Perception 22
Languages --
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Spellcasting. The Andarial is a 13th level spellcaster. Its spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). The Andarial has following wizard spells prepared: 

At Will: Detect Magic, Poison Spray 
3/day:  Blight, Vampiric Touch, Wall of Stone, Web

1/day: Eyebite, Feeblemind, Prismatic Spray, Psychic Scream

Spider Climb. The Andarial can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check

Web Walker. The Andarial ignores movement restrictions caused by webbing.

Actions

Multiattack. The Andarial can use Charming Gaze, then makes two Sting attacks.

Sting. Melee weapon attack: +14 to hit, reach 10ft., one target. Hit: 15 (2D8+7) piercing damage plus 7 (2D6) poison damage. The target creature must a DC 21 CON saving throw or be poisoned with a 1 in 6 chance of being stunned for 1 round.

Charming Gaze. The Andarial chooses one creature within 120ft, it must succeed a DC 21 Wisdom saving throw, or the target is charmed until the end of Andarial's next turn. Andarial decides how the charmed target uses it's turn.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

The Andarial 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 Andarial regains spent legendary actions at the start of it's turn.

Web. Cast the spell web.

Sting. Makes on sting attack.

Spider Call. The andarial summons 2 giant spiders, that have their own initiative.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Andarial, has the look of a female giant, with more fiendish appearance. Her flame red hair gravitas upwards, and has four spider like legs extending for her back. Besides all of this, Andarial is still a beautiful creature to look at. It has be said men have drove themselves crazy whilst in her presence. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Underdark

Deadbeard

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