Perfect Obedience. As constructs, adranachs are unfailingly loyal servants to the spellwrights who created them. To the people of Tal'Dorei, they are best known as the creatures that allowed cities razed by the Chroma conclave to be rebuilt in weeks, rather than years. But adranachs are also mighty combatantst hat serve their masters as hunters, bodyguards, and even assassins.
Astral Body. An adranach's body is formed form the energy of the Astral Plane. Their claws and face, as well as a number of rune-inscribed braces ob their body, are made of mithral and are necessary to keep their form of pure energy from losing cohesion. The method for creating these mithral foundations and for binding astral energy to them are known only to the Wonderworker (the leader of the League of Miracles) and the spellwrights who learn from them. This secret knowledge is granted to worthy spellwrights in the form of an orb of mithral bands, about three feet in diameter, called a dormen. As the bands are removed and forged into the adranach's braces and mask, the dormen speaks aloud the instruction of how to craft an adranach in the magically recorded voice of the Wonderworker.
Mithral Mask. Each adranach has a unique mask crafted by its creator as their signature. This mask is crafted from pure mitral, and is the key to summoning and dismissing the adranach to unique pocket dimension where it can rest and repair itself. When not in use, the mask magically shrinks from its true size to an easily concealable size fit for a humanoids face. Most spellwrights keep this mask in a chest stored in the ethereal realm using the secret chest spell, and only produce the mask when its time to call the adranach forth.
Master Adranach. The secretive master spellwrights of the League of Miracles are taught how to build adranachs of monumental size, with strength to match. These legendary are inevitable outfitted with unique enchantments of their creators' own devising, from upgraded espionage tools to the ability to sublimate their starry form and traverse through the Astral Plane
Arcane Nature. An adranach doesn't require air, food, drink, or sleep.
Arcane Leak. When the adranach is reduced to half its maximum hp total, its mithral mask cracks and its arcane form begins to waiver, creating a field of unstable magic around it. Any creature that starts its turn within 10ft of the adranach or enters that area for the first time on a turn takes 10([roll]3d6[/roll]) radiant damage. Additionally, if a creature casts a spell within this are, it must make a DC 14 ability check usong its spell cast ability. On a failure, the spell backfires, consuming a spell slot and dealing 3([roll]1d6[/roll]) 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.
Powerful Build. The adranach counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.
Multiattack. The adranach makes two attacks with its claws.
Claws. Melee Weapon Attack: +11(Attack: [roll]1d20+11[/roll]) to hit, one target, reach 5ft. Hit: 32(Damage: [roll](if([roll:-1:critical], =0, 4d12, 2{4d12}.expand()))+6[/roll] ) slashing damage.
Force Bolts. (Recharge 5-6 [roll]1d6[/roll]). The adranach targets up to 4 creatures it can see within 60ft of it. Each target must succeed on a DC 18 Dexterity saving throw or take 28([roll]8d6[/roll]) force damage.
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