Immutable Form. Aphriel is immune to any spell or effect that would alter their form. Additionally, Aphriel cannot be paralyzed, restrained, or slowed by magical means.
Immutable Mind. Aphriel is immune to magic that allows others to read their thoughts, determine whether they are lying, determine their alignment, or know their creature type. They can block unwanted telepathic communication.
Soul Stone. If Aphriel dies, their soul is stored in the stone powering their mechanical body. They can communicate telepathically with anyone physically touching the stone.
Padfoot. Aphriel has advantage on stealth rolls. Their footsteps make no sound and they are not slowed by difficult terrain.
Magic Resistance. Aphriel has advantage on saving throws against spells and other magical effects.
Magic Weapons. Aphriel's weapon attacks are magical.
Multiattack. Aphriel either makes one slam attack or two claw attacks.
Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (5d8+6) bludgeoning damage.
Claws. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit 19 (2d6+6) slashing damage.
Deafening Roar (Recharge 6). Aphriel emits a loud alarm from its chest in a 30 ft cone. This alarm is audible to 600ft.
Creatures in the cone must make a DC 15 Constitution saving throw. On a failure the creature takes 5d6 thunder damage and is deafened. On a success the creature takes half as much damage and isn't deafened.
Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.
Nocturnal Transformation. Once per day Aphriel can use Polymorph on self to transform into a bat; they retain all mental scores for the duration.
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