Magic Resistance. Andariel has advantage on saving throws against spells and other magical effects.
Magic Weapons. Andariel's weapon attacks are magical.
Reactive. Andariel can take one reaction on every turn in a combat.
Spell Resistance. Andariel is immune to the effects of spells 4th level or lower.
Vulnerability. Fire damage dealt to Andariel will be doubled (double the damage rolled, not double dmg dice)
Multiattack. Andariel makes seven attacks: six with its Chained Skulls and one with its Dragging Chain.
Chained Skulls. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 8) slashing damage.
Dragging Chain. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, Andariel can automatically hit the target with its dragging chain, and Andariel can't make dragging chain attacks against other targets.
Teleport. Andariel magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Summon Demon (1/Day). The demon chooses what to summon and performs a magical summoning.
D20
1 = Andariel summons manes.
2-19 = Andariel summons vrocks.
20 = Andariel summons Chain Devil.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Parry. Andariel adds 5 to its AC against one melee attack that would hit it. To do so, Andariel must see the attacker.
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