Armor Class 20 (natural armor)
Hit Points 243 (18d10 + 144)
Speed 30 ft.
STR
24 (+7)
DEX
9 (-1)
CON
26 (+8)
INT
12 (+1)
WIS
11 (+0)
CHA
8 (-1)
Saving Throws WIS +4, CHA +3
Skills Perception +5
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Truesight 30 ft., Passive Perception 15
Languages --
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Legendary Resistance (3/Day). If Aladrine fails a saving throw, she can choose to succeed instead.

Immutable Form. Aladrine is immune to any spell or effect that would alter its form.

Magic Resistance. Aladrine has advantage on saving throws against spells and other magical effects.

Magic Weapons. Aladrine’s weapon attacks are magical.

Actions

Multiattack. Aladrine the Vermillion Dream uses Ruidium Tendrils and makes two slam attacks or makes three slam attacks.

Ruidium Tendrils. Aladrine sends out tendrils of ruidium and attempts to grab up to 3 creatures within a 20 ft. radius. Each creature must make a DC 15 Strength saving throw. On a failure, the creature is grappled. 

Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 7) bludgeoning damage.

Ruidium Claw (Recharge 5–6). Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) slashing damage, and the target must succeed on a DC 16 Charisma saving throw or receive two levels of exhaustion and Ruidium corruption.

Bonus Actions

Ruidium Infection. Creatures that are grappled by Ruidium Tendrils must make a DC 12 Charisma saving Throw or take 2d6 psychic damage and receive one level of exhaustion and Ruidium Corruption.

Reactions

Protection of the Jewel. (5 uses/day) If Aladrine the Vermillion Dream fails a saving throw, they can use their reaction to reroll that saving throw.

Keytral

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