Legendary Resistance (3/Day). If the androphage fails a saving throw, they can choose to succeed instead.
Blood Rage. At the start of their turn, the androphage can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against them have advantage until the start of their next turn.
Second Wind (Recharges after a Short or Long Rest). As a bonus action, the androphage can regain 20 hit points.
Multiattack. The androphage makes three attacks with their longsword or their shortbow.
Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands.
Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing damage if the androphage has more than half of their total hit points remaining.
The androphage 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 androphage regains spent legendary actions at the start of their turn.
Weapon Attack. The androphage makes a weapon attack.
Empower Ally. The androphage targets one ally they can see within 30 feet of it. If the target can see and hear the androphage, the target can make one weapon attack as a reaction and gains advantage on the attack roll.
Frighten Foe (Costs 2 Actions). The androphage targets one enemy they can see within 30 feet of it. If the target can see and hear them, the target must succeed on a DC 16 Wisdom saving throw or be frightened until the end of the androphage’s next turn.
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