The demonic abominations known as the Adralonh are feared across the realms for their ruthlessness. Onyx growths cover their forearms and speckle the skin of their body. Blades are affixed to the growths on their arms, turning their body into a weapon. These bladed arms, their innate ocular abilities, and their talent for stealth, combined with their disregard for life have given them the reputation of cold-blooded and fierce killers. Eyes in the Dark. Adralonhs will prey on creatures separated from their group or pack and will almost always attack under the cover of darkness. Often catching their targets by surprise, the writhing mass of eyed tentacles has been confused as multiple creatures by the unfortunate souls who have encountered an Adralonh.
Medium Fiend (demon), chaotic evil
Armor Class 16 (natural armor)
Hit Points 143 (26d8 + 26)
Speed 40 ft., fly 20ft. (hover)
Saving throws Dexterity +7, Intelligence +6
Devil’s Sight. Magical darkness doesn’t impede the Adraloth’s darkvision. Many Eyes. The Adraloth has vision in all directions and has advantage on all sight based Perception checks. Nimble. The Adraloth can take the Disengage or Hide actions as a bonus action on each of its turns.
Multiattack. The Adralonh makes three attacks with its blades. Blades. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 16 (3d8+3) Piercing damage. Eyes of the Abyss. The Adralonh shoots rays at 3 creatures within 90ft. that it can see: one Abyssal ray from its center eye and two Blinding rays from two of their many other eyes. Abyssal Ray. A ray of silvery magic shoots out from the center eye of the Adralonh. The targeted creature has to make a Constitution saving throw (DC 14). On a failed save they take16 (3d10) Psychic damage. If the target fails their saving throw by more than 5 they also become vulnerable to Psychic damage for 1 hour. An immune creature becomes resistant, a resistant creature loses resistance. Blinding Ray. A bright yellow ray shoots out of one of the many eyes of the Adralonh. The targeted creature has to make a Constitution saving throw (DC 14). On a failed save, they are Blinded until the end of their next turn.