Legendary Resistance (3/Day). If Adremelech fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. Adremelech's spellcasting ability is Charisma (spell save DC 22). Adremelech can innately cast the following spells, requiring no material components:
At will: fireball, detect magic, suggestion
3/day each: wall of fire, dominate person
1/day each: meteor swarm, plane shift
Fire Aura. At the start of each of Adremelech's turns, each creature within 10 feet of it takes 14 (4d6) fire damage. A creature that touches Adremelech or hits it with a melee attack while within 10 feet of it takes this damage.
Multiattack. Adremelech can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 24 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 20 (2d8 + 10) slashing damage.
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 22 (2d10 + 10) bludgeoning damage.
Molten Breath (Recharge 5-6). Adremelech exhales a blast of scorching fire in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 24 Dexterity saving throw, taking 88 (16d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried.
Frightful Presence. Each creature of Adremelech's choice within 120 feet of it and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Adremelech's Frightful Presence for the next 24 hours.
Adremelech can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Marauder regains spent legendary actions at the start of its turn.
- Detect. Adremelech makes a Wisdom (Perception) check.
- Tail Attack. Adremelech makes a tail attack.
- Wing Attack (Costs 2 Actions). Adremelech beats its wings. Each creature within 15 feet of Adremelech must succeed on a DC 26 Dexterity saving throw or take 16 (2d6 + 10) bludgeoning damage and be knocked prone. Adremelech can then fly up to half its flying speed.
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