Special Equipment. Admindium carries a wand of wonder, which it uses in combat.
Magic Resistance. Admindium has advantage on saving throws against spells and other magical effects.
Impaling Arms. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 23 (4d8 + 2) piercing damage and the target is grappled (escape DC 15). Until this grapple ends, the creature is restrained. Admindium can use a bonus action to move an impaled creature up to 30 feet to another location within range.
Frightful Presence. Each creature of Admindium’s choice that is within 120 feet of Admindium and aware of it must succeed on a DC 15 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 Admindium’s Frightful Presence for the next 24 hours.
Read Thoughts. Admindium magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, Admindium can continue reading its thoughts as long as Admindium's concentration isn’t broken (as if concentrating on a spell). While reading the target’s mind, Admindium has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.
Admindium 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. Admindium regains spent legendary actions at the start of its turn.
Climb. Admindium moves up to half its climbing speed.
Fling. Admindium targets one creature it has grappled, and flings them up to 20 feet away from itself. If the target hits an object, it takes 9 (2d8) bludgeoning damage.
Impale. Admindium makes one attack with its Impaling Arms.
Description
This alien creature resembles a spindly purple humanoid with six boney appendages that protrude from its back. These appendages resemble the limbs of a spider, and end in pointed tips. Its head is featureless, save for a large grinning mouth. It wears a white three-piece suit, and carries nothing other than a wand of wonders.
It will greet the party as if they were old friends, and welcome them to what it calls “the tavern’s greatest secret, its hidden administrator.” Admindium tells the party that it is a unique creature that feeds on emotions which come from revelry and enjoyment. This statement is actually true, but the rest of the creature’s story is a clever lie. It claims that The Wizard’s Watering Hole is not entirely independent, but is an extension of Admindium itself. After congratulating the adventurers, it will offer a trade: if they leave the tavern and never
mention their discovery, they will be given 1,000 gold pieces and an awakened mug as a companion.
If the party has discovered the wizards in D3 prior to their meeting, and questions Admindium about them, the creature will firmly suggest they leave the tavern and summon the Ethereal Guardian to escort them out. If the party asks about the contraption in D5, Admindium will try to explain that the machine powers the tavern’s operations, in spite of it being dormant. Unless the wizards are set free, Admindium has very little interest in fighting. It will instead try to defuse arguments, or make fraudulent threats that make it appear unkillable.
However, if forced into combat, it will summon all of the tavern’s constructs to help it fight.
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