Medium humanoid, lawful neutral
- Armor Class
- 13
- Hit Points
- 127 (17d8 + 51)
- Speed
- 40 ft.
- Challenge
- 8 (3,900 XP)
- Saving Throws
- Cha +8, Wis +6
- Skills
- Arcana +8, History +5, Athletics +4, Deception +11, Perception +6
- Damage Resistances
- psychic; cold
- Senses
- truesight 60 ft., passive Perception 16
- Languages
- Common plus three other languages, telepathy 60 ft., Giant
Traits
If a creature tries to read Aradrine's thoughts or deals psychic damage to Aradrine, that creature must succeed on a DC 16 Intelligence saving throw or be stunned until the start of its next turn.
Aradrine has advantage on saving throws against spells and other magical effects.
Aradrine counts as one size larger when determining their carrying capacity and the weight they can push, drag, or lift.
Actions
Melee or Ranged Spell Attack: +8 to hit, reach 5 ft. or range 60 ft., one creature. Hit: 27 (4d10 + 5) psychic damage.
Bonus Actions
Aradrine magically summons an earth elemental, which appears in an unoccupied space Aradrine can see within 60 feet of itself. The earth elemental takes its turn immediately after Aradrine on the same initiative count and obeys Aradrine's commands. The earth elemental disappears after 1 minute or when it or Aradrine dies.
Spellcasting
Aradrine casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):