Medium fiend (devil), Lawful Evil
| Armor Class | 19 (natural armor) |
|---|---|
| Hit Points | 212 (25d8 + 100) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 16 (+3) | 18 (+4) | 25 (+7) | 25 (+7) | 25 (+7) |
| Saving Throws | Cha +14, Int +14, Wis +14 |
|---|---|
| Skills | Arcana +14, Deception +21, Insight +14, Intimidation +14, Persuasion +21, Religion +14 |
| Damage Vulnerabilities | — |
| Damage Resistances | cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered |
| Damage Immunities | fire; poison |
| Condition Immunities | charmed; poisoned |
| Senses | darkvision 120 ft., passive Perception 17 |
| Languages | Celestial, Common, Draconic, Infernal, telepathy 120 ft. |
| Challenge | 21 |
Magical darkness doesn't impede Adramalech's darkvision.
Adramalech has advantage on saving throws against spells and other magical effects.
If Adramalech is reduced to 0 hit points while Brother Morax still lives, Adramalech regenerates 50 hit points at the start of his next turn. This regeneration is interrupted if Brother Morax is reduced to 0 hit points before the start of Adramalech's turn.
Adramalech makes four attacks using Mental
He can replace one of the attacks with Brain Freeze or Cone of Madness (if available).
Melee or Ranged Attack Roll: +14 to hit, reach 5 ft. or range 60/120 ft., one target. Hit: 25 (4d8 + 7) psychic damage.
Adramalech attempts to overload the brain of a creature he can see within 60 feet of him. The target must make a DC 22 Intelligence saving throw, taking 22 (4d10) psychic damage on a failed save, or half as much on a successful one. Creatures that fail the saving throw have the stunned condition for up to 1 minute. A stunned creature may repeat the saving throw at the end of each of their turns, ending the effect on a success.
Adramalech unleashes visions in a 30-foot cone in front of him. All creatures in the cone must make a DC 22 Wisdom saving throw, taking 17 (5d6) psychic damage on a failed save, or half as much on a successful one. For up to 1 minute, creatures that failed the save can't take reactions and each turn must use their action to make a melee attack against the nearest creature. Creatures may repeat the saving throw at the end of each of their turns, ending the effect on a success.
Adramalech makes a Mental Barrage attack.
Adramalech fortifies the mind of a creature he can see within 60 feet of him, or himself. The target benefits as if the Greater Restoration spell has been cast on them and is granted resistance to psychic damage until the end of Adramalech's next turn.