Death Throes. When the Ardosa dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) necrotic damage on a failed save, or half as much damage on a successful one. The explosion kills all plants and mundane animals.
Necrotic Aura. At the start of each of the Ardosa’s turns, each creature within 5 feet of it takes 10 (3d6) necrotic. A creature that touches the Ardosa or hits it with a melee attack while within 5 feet of it takes 10 (3d6) necrotic damage.
Magic Resistance. The Ardosa has advantage on saving throws against spells and other magical effects.
Magic Weapons. The Ardosa's weapon attacks are magical.
Multiattack. The Ardosa makes two attacks: one with its spear and one with its whip.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) necrotic damage. If the Ardrosa scores a critical hit, it rolls damage dice three times, instead of twice.
Barbed Spear. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) piercing damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the Ardosa.
Teleport. The Ardosa magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Lair and Lair Actions
Regional Effects
The area 1 miles arouns Ardosa's is warped by the fiends pure evil force which creates the following effects:
- Vegitation bursts into flames.
- All small mindane animals fell the area or die ifthey can not.
- Earth fissures to the Abbys open and spew forth lesser demons.
If the fiend dies, these effects fade over the course of 1d10 days.
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