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.
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.
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.
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.
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