Magic Resistance. The Andra has advantage on saving throws against spells and other magical effects.
Multiattack. The Andra makes two smash attacks.
Smash. + 5 to hit 1d12 bludgeoning damage.
The Andra 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 Andra regains spent legendary actions at the start of its turn.
FireBall. the Andra makes a 10ft wide fireball and fires it at the most powerful enemy it has. 5d10 fire/radiant damage
Searing Burst. The Andra emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.
Lair and Lair Actions
The Andra makes 3 lair actions
Earth quake. Everyone must make a dc 10 Dex saving throw or take 1d6 bludgeoning damage and land prone.
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