emonic Fusion. Exadus has fused with the Verdant Overlord, gaining additional resistances and immunities. He is resistant to fire damage and immune to poison damage. Additionally, he has advantage on saving throws against being restrained or paralyzed.
Mechanized Assault. Exadus has advantage on saving throws against spells and other magical effects. Additionally, he has resistance to bludgeoning, piercing, and slashing damage.
Overgrown Resilience. Exadus has advantage on saving throws against being poisoned and has resistance against poison damage. He is also immune to the poisoned condition.
Forest Infusion. Exadus is infused with the energy of the magical forest. Whenever he starts his turn in an area of natural vegetation, he regains 10 hit points.
Summoning Exhaustion. Exadus can only be summoned once every 7 days. The act of summoning is a taxing process, leaving the summoner with 4 levels of exhaustion. While active and summoned Exadus counts as an ordinary shadow, although he is not bound by their limited stats or damage.
Limited Assistance. Exadus is bound by the magical restrictions of his fusion. He can only use his abilities to assist the party, and he cannot take any actions that directly harm or hinder the players.
Multiattack. Exadus makes two attacks: one with his demonic-infused arm-blade and one with his demonic cannon.
Demonic Arm-Blade. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 6) slashing damage.
Demonic Cannon. Ranged Weapon Attack: +7 to hit, range 60/240 ft., one target. Hit: 27 (6d8) force damage.
Rejuvenating Pulse (Recharge 5-6). Exadus releases a pulse of rejuvenating energy in a 30-foot radius. Each friendly creature in that area regains 18 (4d8) hit points.
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