Adranach

Adranach are constructed creatures, created by the League of Miracles with energy of the Astral Plane. They can be used for transport, construction and combat.

Description
An adranach looks like a big winged feline construct made of fuchsia arcane energy. They have claws and rune-inscribed braces made of mithral, and each one has a mask made of the same material; those elements keep the adranach's arcane form from losing cohesion.

Creation
Only the Wonderworker, the leader of the League of Miracles, knows the exact method to create an adranach. When a member of the League is deemed worthy, they are given an orb of mithral bands called a dormen; said bands must be removed to be forged into the adranach's braces and mask, and in that process the dormen speaks aloud instructions with the magically recorded voice of the Wonderworker. Each adranach is designed with a different mithral mask, that works as a sort of signature for its creator, and the mask itself is the key to dismiss and summon the construct. When the adranach is not in the Material Plane, it goes to a pocket dimension where it repairs itself, if necessary, and the mask magically shrinks to fit for a humanoid face (although the owner of the adranach would probably prefer to hide the mask, and not wear it).

The spellwrights are the only members of the League of Miracles with the ability to create an adranach, task that they perform in the Cradle of the Adranach, in the Palace of Wonder, and all of them have (in theory) the trust of their leader. They are usually encouraged to customize their creations and be original, and that's the reason why different adranach of the same category show different abilities, while sharing others.

Master Adranach
These adranach of monumental size and strength can only be created by the master spellwrights of the League. They can be enhanced in more ways than the common adranach, and their upgrades make them fitting for espionage or travels to the Astral Plane.

Abilities
In addition to more obvious physical abilities such as strength and flight, adranach have magical properties that imbue their attacks and make them resistant to spells and other magical effects. They are also capable of firing bolts of magical force and, when they're injured beyond a certain point (when they have lost half of their health or more), cracks appear in their mithral masks, producing a field of unstable magic around them that damages whoever is near and can mess with spells. Master adranach have two additional abilities: invisibility and a burst of astral energy flares that damages their enemies and can produce blindness.

Since spellwrights try to innovate when creating their adranach, they sometimes add new features for them, such as the ability to track beings harmed by them, arcane bonds with their creators, or even invisibility like their superior variants; master adranach can also access features like Truesight or the ability to cast the Astral Projection spell.

History
Immediately after the Chroma Crisis, the League of Miracles started snapping up bounties to quickly repair the tremendous damage to the Republic's cities—so quickly that it left the Republic and its local governments deeply in debt to the league. The adranach were (and still are) used to rebuild Tal'Dorei's ravaged infrastructure.

In 836 PD the League of Miracles used an invisible master adranach to break Hammond Kraith (a former Remnant cultist) out of the Black Bastille in Emon.