Legendary Resistances (3/Day). When Anton fails a saving throw, he may choose to succeed instead.
Unarmored Agility. While not wearing armor, Anton adds his Wisdom modifier to his AC. While moving, Anton can move along vertical surfaces and liquids without falling during the move.
Ki-Empowered Strikes. Anton's unarmed attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Evasion. When Anton is subjected to and effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage on a successful save, and only half damage on a failed save.
Purity of Body. Anton is immune to poison and disease.
Timeless Body. Anton suffers none of the frailty of old age and does not need food or water.
Stillness of Mind. Anton ends one effect causing him to be charmed or frightened.
Empty Body (3/Day). Anton becomes invisible for 1 minute. While invisible, Anton has resistance to all damage except force damage.
Astral Projection (1/Day). Anton casts Astral Projection targeting only himself.
Multiattack. Anton makes four Unarmed Strike attacks. Or two Unarmed Strike attacks and then the Mountain's Defense, Mountain's Wind, or Mountain's Grasp actions.
Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 11 (1d10 + 5) bludgeoning damage.
Mountain's Defense. Anton gains the benefits of the Stoneskin spell until the end of his next turn.
Mountain's Wind. Anton takes the disengage or dash action.
Mountain's Grasp. The creature(s) that Anton hit with his Unarmed Strike attacks this turn must make a DC 20 Constitution saving throw or be stunned until the end of Anton's next turn.
Deflect Missile. When hit by a ranged weapon attack, Anton rolls 1d10+20 and reduces the damage of the incoming attack by that number. If Anton reduces the damage to 0, he regains the use of his reaction for this turn.
Weightless Descent. Anton uses his reaction to reduce any falling damage he takes by 100.
Anton can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Anton regains spent legendary actions at the start of his turn.
Wave of Rolling Earth (Costs 3 Actions). Anton casts Wall of Stone.
Earth Stomp. Anton creates a 60 ft. cone of jagged earth moving on the ground out from himself. Any creature caught in this area must succeed a DC 20 Dexterity saving throw or be hit by the eruption of jagged earth, taking 3d8 bludgeoning damage and falling prone.
Unmovable Mountain. Anton's AC increases by 2 and he gains advantage on Strength checks and saving throws until the end of his next turn. Additionally, Anton is immune to effects that would push, pull, or knock him prone.
Description
Elemental Master. Anton Astorio is an ancient master of elemental earth. His body has many tattoos on his dirt-brown skin depicting jagged rocks and towering boulders. Many elemental monks would give anything to learn the powerful forms known by this master, although his monastery's location on the Astral plane is especially difficult to reach.
Mountain Sanctum. Anton formed his Mountain Sanctum out of a stone island on the astral sea. He employs earth elementals as guards of his island and has crafted stone and clay golems as protectors of the Sanctum's interior.
Lair and Lair Actions
Anton Astorio's lair is a monastery on the astral sea called the Mountain Sanctum. Anton, used his elemental powers to form and shape the stone monastery into the fortress that it is. Anton's challenge rating while in his lair is 21 (33,000 XP)
Lair Actions
On initiative count 20 (losing initiative ties), Anton can take a lair action to cause one of the following effects; Anton can’t use the same effect two rounds in a row:
- Anton causes tremors across the entire island on which the Mountain Sanctum is built. The entire area is under the effects of the earthquake spell. Although any structural damage caused by the spell is reversed when the tremors end.
- Anton causes chilling mountain winds to blow is a 30 ft. radius sphere centered on himself. Any creature besides Anton that ends its turn in this area must make a DC 20 constitution saving throw, taking 4d6 cold damage on a failed save, or half as much on a successful one. Also, ranged attacks are useless in this radius, as any projectiles are blown about in the wind.
- Anton exerts his willpower across the entire Mountain Sanctum island. The entire sanctum (the structure itself and all creatures of Anton's choice within) gains the benefits of the sanctuary spell (Save DC 20) until Anton uses another lair action. This casting of sanctuary can end normally.
Regional Effects
The region containing Anton’s lair is the Mountain Sanctum, located on a small island on the astral sea; Anton's lair boasts the following effects:
- The Mountain Sanctum is warded from extradimensional threats. No creature may move or travel using teleportation or by extradimensional or interplanar means within the Mountain Sanctum without Anton's permission.
- The Mountain sanctum is utterly serene, a perfect environment for meditation. While on the island, all sounds are dampened to a point where sound can not be heard beyond 100 ft. of its source and all thunder damage is halved.
- Due to the Mountain Sanctum's alignment with elemental earth, it is not uncommon for earth elementals to dwell on the island.
If Anton dies, these effects fade immediately.
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