Monstrous Zeal:(Recharges after a short or long rest) When Andre Du'Marr's health is reduced to 0 hit points, his current hit point total instead resets to 200, And he recharges his legendary resistances. Additionally, Andre Du'Marr can now use the options in the "Mythic Actions" section for 1 hour.
Legendary Resistance (4/Day). If Andre Du'Marr fails a saving throw, he can choose to succeed instead.
Hammer Conduit. Any time you hit with a ranged weapon attack, you leave a "Hammer conduit" marker on the ground opposite the target from Andre Du'Marr. Spaces with these markers can be stood on and can be stacked up to three times. A creature can spend an action to roll a strength check at DC15 to remove a stack of markers from the ground.
Zweihammer. Melee and ranged Weapon Attack: +7 to hit, reach #5 ft., range 60/100ft., 1 target. Hit: (3d12 + 4) [Bludgeoning] damage. When this weapon attack is made at range, roll one less d12 during damage calculations.
Small Hammer. RangedWeapon Attack: +7 to hit, range 80/120 ft., 3 targets. Hit: (1d12 + 2) [Bludgeoning] damage.
Lick your wounds. (4/day) Andre Du'Marr can use his bonus action to heal his mount for 2d8+2.
Magic is for the weak. When Andre Du'Marr is dealt damage by a spell he may use his reaction to perform a weapon attack with Zweihammer or Small Hammer.
Andre Du'Marr 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. Andre Du'Marr regains spent legendary actions at the start of his turn.
Attack. Andre Du'Marr makes an attack with his Zweihammer or Small Hammer.
Feel my burden. Andre Du'Marr points at a place on the battlefield. A "Hammer Conduit" marker centered on the point strikes the ground and a beam of light from the sky strikes and expands to a cylinder with a radius of 15 feet and an infinite height from the Marker. Any creatures in the area must make a wisdom saving throw. They take 1d8 bludgeoning damage and 1d8 radiant damage, or half that much on a successful save.
I am safeguarded. Andre Du'Marr raises a prayer to the sky. in response a beam of calming radiant energy strikes down on him and heals him and his mount for 2d8 damage.
I serve a greater purpose (Costs 2 Actions). Andre Du'Marr selects up to 5 "Hammer Conduit" marker stacks. A beam of light strikes one and travels in a path along them in an order selected. Any creature along the lights path must make a Dexterity saving throw at DC15. they take 1d4 radiant damage for each marker in the last stack on the path the light is taking, or half as much on a successful save. Creatures standing on the same space as a stack are counted as in the path of the entering beam not the exiting beam.
If Andre Du'Marr's Monstrous Zeal has activated in the last hour, he can use the options below as legendary actions.
Hammer Storm. Andre Du'Marr selects three targets within 60 ft.. Each target must make a dc15 Dexterity saving throw. The targets suffer 2d4 radiant damage, or half as much damage on a successful save. After the effect resolves, create a "Hammer Conduit" marker on the space opposite each target from Andre Du'Marr.
Herald of Hammers (Costs 2 Actions). a beam of radiant energy stretches from every "hammer conduit" marker within a range of 60ft. back to Where Andre Du'Marr is on the battlefield. any creatures other than Andre Du'Marr's Mount Must make a Wisdom saving throw at dc 15. They take 1d4 (Radiant) damage for each beam that travels through them, or half as much on a successful save. Andre Du'Marr Heals for half the damage dealt with this action. Creatures standing on a stack are counted as in the path of that stacks beams.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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