Medium Humanoid (Human), Lawful Evil
Armor Class 6 (15 with mage armor)
Hit Points 69 (9d8)
Speed 30 ft.
STR
9 (-1)
DEX
16 (+3)
CON
13 (+1)
INT
25 (+7)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws DEX +8, INT +12, WIS +6
Skills Arcana +6, History +6
Senses Passive Perception 11
Languages Any four languages
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Draconic Ancestry. Andsvarr has Silver Dragon blood flowing through his veins. Granting him resistance to all Cold damage.

Spellcasting. (Spells are modified for simplicity) Andsvarr is a 11th-level spellcaster (Prof. Bonus +4). His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:

Cantrips (at will): fire bolt, ray of frost, prestidigitation, poison spray
(Descriptions:
Fire Bolt - Hurl a mote of fire at a creature or object within range (120 feet). On hit, the target takes 4d10 fire damage. Flammable objects are ignited when hit.
Ray of Frost - Beam of blue light towards a target within range (60 feet). On hit, the target takes 3d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
Shocking Grasp
- Lightning springs from your hand to deliver a shock to a creature you TOUCH. You have advantage on the attack roll if the target is wearing armor made of metal. On hit, the target takes 3d8 lightning damage, and cannot react until the start of its next turn.

1st level (4 slots): False Life, Jump, Feather Fall, Comprehend Languages

Descriptions:
False Life - Gain 1d5 + 5 temporary hit points, lasting combat 2 rounds.
Jump - Touch a creature. Target's jumping distance is tripled.
Feather Fall
- No fall damage, for up to 5 targets in range (60 feet).
Comprehend Languages - For 1 hour, you understand the literal meaning of all spoken language you hear, as well as any written language you see; for written text, you must touch the surface on which it is written. (Glyphs and symbols not included)

2nd level (3 slots): Alter Self, Levitate, Enlarge/Reduce

Descriptions:
Alter Self - You assume a different form, like Loki.
Levitate - You or a target in range (60 feet) may levitate up to 20 feet.
Enlarge/Reduce
- Range of 30 feet, duration of 1 minute (or 1 action in combat). Enlarge, target has advantage on Str checks and saving throws. Enlarged weapons roll with disadvantage but deal an extra 1d4 damage. Reduce, target has disadvantage on Str checks and saving throws. Enlarged weapons roll with disadvantage but deal less 1d4 damage, and -5 feet range.

3rd level (3 slots): Major Image, Lightning Bolt, Blink

Descriptions:
Major Image - Range of 120 feet. Make an Illusion, can be controlled as long as in range. Illusions last for 10 mins or 1 turn in combat.
Lightning Bolt - 100 foot line from yourself. Everything caught in its path must make a Dexterity saving throw. They take 8d6 lightning damage.
Blink
- Roll a d20, if 11+ you vanish from existence and appear in the Ethereal plane. After the spell ends, if you are in the Ethereal plane, you return to an unoccupied space of your choice that you can see within 10 feet of your original position.

4th level (3 slots): Dimension Door, Polymorph, Wall of Fire

Descriptions:
Dimension Door - Range 500 feet. You teleport from your current location to any other spot within range. You arrive at exactly the spot desired.
Polymorph - Range 60 feet. Transform a creature in range into a new form, it lasts for an hour.
Wall of Fire
- Range of 120 feet. Create a solid wall of fire within range, up to 60 feet long, 20 feet high, and 1 foot thick; Or a ringed wall up to 20 ft in diameter, 20 ft high, and 1 ft thick. All those caught in its area must make a Dexterity saving throw, take 5d8 fire damage. Those who pass the wall take 1d3 fire damage.

5th level (2 slot): Seeming, Insect Plague

Descriptions:
Seeming - Range 30 ft. Duration entire combat, illusion disappears when touched or something happens to it. This spell disguises or changes the appearance of any object or creature, of any number in range.
Insect Plague - Range 300 feet. 10 minutes or 1 combat turn. Locusts swarm at a 20 foot radius circle centered at a point you choose. While it is in effect, vision is obscured. All targets caught in its area must make a Constitution saving throw, they take 4d10 damage.

6th level (1 slot): Move Earth

Descriptions:
Move Earth - Range of 120 feet. 2 hours or 2 combat rounds. The area of terrain that can be affected can be no larger than 40 by 40 ft. Reshape the dirt, sand, or clay in that area in any manner, structures can go up to 20 ft deep or 20 ft high.

Actions

Mastery of the Arcane. Andsvarr can cast two spells at a time and does not need any components, but causes severe stress on his mental state.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Legendary Actions

ANG MUNDO!!!. 1/1, Teleport anywhere within a 10 (500 feet) grid radius, nullify an attack (projectiles only), cast one spell, or displace a target (20 feet in any direction from its initial position).

Description

gago

Monster Tags: NPC

Habitat: Urban

ErhamdeKuma