Medium Humanoid (Human), Chaotic Evil
Armor Class 17 (+1 Mithril breastplate)
Hit Points 179 (21d8 + 84)
Speed 30 ft.
STR
11 (+0)
DEX
15 (+2)
CON
19 (+4)
INT
19 (+4)
WIS
13 (+1)
CHA
16 (+3)
Saving Throws DEX +6, CON +8, INT +8
Skills Arcana +8, Nature +8, Perception +5, Stealth +6
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Poisoned, Prone, Stunned
Senses Passive Perception 15
Languages Common, Primordial, Telepathy 60 ft.
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Mind Link. Andekeer may use his action to see, hear, and smell through a bonded creature's senses. He may be bonded to five creatures at one time, and can force an unwilling creature to make an Intelligence saving throw as an action or become one of his bonded creatures. While using another creature's senses, Andekeer is blind and has a movement speed of 0.

Legendary Resistance (2/day). If Andekeer fails a saving throw, he can choose to succeed instead.

Aura of Atomic Bees. The space within 10 feet of Andekeer is difficult terrain for creatures hostile towards Andekeer or any of his bonded creatures. An enemy that begins its turn within this space takes 2d4 piercing damage and must make either a DC 16 Constitution or Intelligence saving throw (Andekeer's choice). If they fail a Constitution save, the target becomes poisoned until the end of their next turn. If they fail an Intelligence saving throw, the target becomes frightened of Andekeer until the end of their next turn.

 

Actions

Multiattack. Andekeer makes one attack with Azurescythe and targets one creature with Psychic Pressure.

Azurescythe. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or 30/90 ft., one target. Hit: 10 (2d6 + 3) magical slashing damage. Azurescythe returns to Andekeer's hand at the end of the attack.

Psychic Pressure. Ranged Psionic Talent: DC 16 Intelligence save, line of sight, one target. Failure9 (2d8) psychic damage and the target must follow a command, as the spell, on its next turn. The command must be either approach, drop, or grovel.

Command the Bees. Ranged Psionic Talent: +8 to hit, range 60 ft., one target. Hit: 13 (2d12) psychic damage and 13 (2d12) necrotic damage. Andekeer loses the benefit of his Aura of Atomic Bees until the end of his next turn.

Reactions

Seize Mind. When forced to make a Wisdom, Charisma, or Intelligence saving throw by another creature, Andekeer may add his Intelligence modifier to the result.

Legendary Actions

Andekeer can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Andekeer regains spent legendary actions at the beginning of his turn.

Attack (Costs 1 Action). Andekeer makes one attack with Azurescythe.

Beescream (Costs 2 Actions). Andekeer commands his atomic bees to begin vibrating with a terrible droning that fills the air and disturbs the mind. Until the end of his next turn, creatures maintaining concentration must make a DC 16 concentration check at the beginning of their turns or lose concentration. At the end of his next turn, the droning has grown to a critical point and every creature within 120 feet of Andekeer must succeed on a DC 16 Intelligence saving throw or be stunned for one round.

Description

The Mordant of Atomic Wind, Andekeer is a telepath whose time spent travelling the plane of air exposed him to many of that realm's denizens and their strange ways of thinking and navigating. Annoyed and frustrated with the whimsical and unfettered minds which so thwarted his attempts to subdue them and without any real method of leaving the plane, Andekeer grew bitter and began to feel impotent. His psionic abilities, long his crutch for getting what he wanted, served him fruitlessly in a realm of freedom and boundless potential.

When Andekeer stumbled upon a rift to the material world, he was greeted with a strange sight. Bees and wasps native to the plane of air had become warped by the aether radiation leaking from the material world. They emitted a harsh light; their stings could spasm the mind and obliterate the flesh; and most interestingly, the taint of Andekeer's home world gave him unlimited control over their minds.

Since that fateful day, Andekeer has sought only to expand his power. He actively wedges open rifts to the plane of air, and has begun to enslave the beelike thriae of the Vornwood with his telepathic powers as well. Fancying himself the lord of his own army -- his "atomic wind," as he calls it -- Andekeer envisions a day when he can rule the plane of air and bend the flippant, frustratingly petulant inhabitants to his will. 

Andekeer is one of the Mordant Clade, a group of villains who seek to open rifts to the elemental planes and exploit them for various purposes. The leader of the Clade, Etristus, discovered the ritual that can be used to wedge these rifts open, and he has successfully passed the ritual down to the point where it now rests in the hands of various misguided peoples in the material world. These unwitting souls only further the agenda of the Clade, believing they are only creating bridges between realms for the purposes of trade, exploration, and discovery.

Lair and Lair Actions

Andekeer has taken the largest rift between the material world and the realm of air as his hold, calling it Thazyrspire. The leaking radiation from aether has bled into the plane of air and infected an earthmote, bleaching it white and changing the plants into weird, twisted metal vines of razor-sharp mithril. Andekeer has constructed a tower here, modeling its topmost level after a throne room with yawning windows and wide balconies. Small colonies of atomic bees dot the halls of the lower levels, and enslaved thriae tend to Andekeer's every need. His insecurities can be seen plainly in the magnitude of his chambers and the grandiose throne upon which sprawls when not scheming to distort more of the realm. Patrols of thriae warriors tour the skies around Thazyrspire, and scouts return hourly with reports of nearby forces, resources, and potential rift sites.

Lair Actions

On initiative count 20 (losing initiative ties), Andekeer takes a lair action to cause one of the following effects; Andekeer can’t use the same effect two rounds in a row:

  • Mithril vines lash at creatures standing on the ground. Each creature in a 20-foot cube must make a DC 13 Dexterity saving throw or begin to bleed. Bleeding creatures take 1d6 points of piercing damage at the start of their turn. A creature can stop the bleeding by using its Action to make a DC 10 Intelligence (Medicine) check.
  • Aether radiation seeps strongly into a 5-foot radius. Each creature in the area must make a DC 13 Constitution saving throw or become dizzy, using its reaction to move half its speed in a random direction (determined by rolling 1d8).

 

Monster Tags: humanoidElementalHuman

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