Medium Humanoid (Human), Neutral Evil
Armor Class 12 (ring of protection + bracers of defense), 16 with Glyph Chant
Hit Points 78 (12d8 + 24)
Speed 30 ft., (40 ft. with Glyph Chant)
STR
16 (+3)
DEX
16 (+3)
CON
14 (+2)
INT
18 (+4)
WIS
13 (+1)
CHA
14 (+2)
Saving Throws DEX +7, INT +8
Skills Acrobatics +7, Arcana +8, Intimidation +6, Perception +5
Damage Resistances Force
Senses Passive Perception 15
Languages Common, Elvish, Gith
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Special Equipment. Andru is attuned to a brooch of shielding, bracers of defense, and and a of protection (accounted for in his statistics). He also wields a +1 dagger and carries 7 (2d6) beads of force.

Spellcasting. Andru is a 12th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). Andru has the following Wizard spells prepared:

Cantrips (at will): booming blade, chill touch, mage hand, message, minor illusion
1st level (4 slots): disguise self, color spray, expeditious retreat, magic missile, shield
2nd level (3 slots): hold person, invisibility, misty step, mirror image
3rd level (3 slots): counterspell, lightning bolt, slow
4th level (3 slots): blight, dimension door, fire shield 5th level (2 slots): cloudkill, steel wind strike
6th level (1 slot): chain lightning

Glyph Chant (4/Day). As a bonus action, Andru enters a Glyph Chant for 1 minute, or until he is incapacitated. While Glyph Chant is active, it gains the following benefits:

  • Andru’s AC increases by 4.
  • Andru’s walking speed increases by 10 feet.
  • Andru gains a +4 bonus to Constitution saving throws made to maintain concentration on a spell.
  • Andru can use Glyph Defense (see Reactions below). 
Actions

Multiattack. Andru makes two weapon attacks. He can cast a cantrip in place of one attack.

Expanse (+1 Dagger). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 3) slashing damage.

Booming Blade (Cantrip). Andru makes a Dagger attack. On a hit, the target takes an additional 9 (2d8) thunder damage and is sheathed in booming energy until the start of Andru's next turn. If the target willingly moves 5 feet or more before then, the target takes 13 (3d8) thunder damage, and the spell ends.

Chill Touch (Cantrip). Ranged Spell Attack: +8 to hit, range 120 ft., one creature. Hit: 13 (3d8) necrotic damage, and the target can't regain hit points until the start of Andru’s next turn.

Reactions

Glyph Defense. When Andru takes damage while Glyph Chant is active, it can expend a spell slot to reduce the damage by an amount equal to five times the spell slot's level.

TheEternalEnigma