Legendary Resistance (3/Day).
If Andra'Kim fails a saving throw, she can choose to succeed instead.
Blessed (Condition)
Whenever Andra'Kim makes an attack roll or a saving throw, she adds a d4 to the roll, which can be used once per turn for any roll.
Amphibious.
Andra'Kim can breathe both air and water.
Aura of the Drowned.
A swirling aura of seawater surrounds her. Creatures that start their turn within 10 feet of her take 5 (2d4) cold damage and have their movement speed is reduced by 5ft until the start of their next turn.
Multiattack.
Andra'Kim makes three attacks: two with her Warhammer of the Deep and one with Drowning Grasp.
Warhammer of the Deep. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 18 (2d10 +7) bludgeoning damage plus 7 (2d6) cold damage. On a hit, the target must succeed on a DC 18 Strength Saving Throw or be pushed 10 feet back.
Call the Deep (Recharge 5-6 turns).
Andra'Kim summons a massive surge of water, flooding the area in a 60-foot radius centered on herself. Each creature in the area must succeed on a DC 16 Strength Saving Throw or take 14 (4d6) bludgeoning damage and be knocked prone. Structures and objects not secured are swept away.
Summon Elemental (Recharge 5-6).
Andra'Kim calls upon the power of the sea, summoning a Water Elemental in an unoccupied space within 60 feet. The elemental is under her control and acts on its own turn in combat. The elemental remains for 1 hour, until it is reduced to 0 hit points, or until Andra'Kim dismisses it as a bonus action. The summoned elemental has the following modifications:
-
Hit Points: 57 (6d10 + 24)
-
Armor Class: 14 (Natural Armor)
-
Damage Immunities: Fire, Poison
-
Condition Immunities: Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned
Tidal Surge (3/Day).
Andra'Kim moves up to her swim speed without provoking opportunity attacks. Any creatures within 10 feet of her path must succeed on a DC 16 Strength Saving Throw or be knocked prone and take 14 (4d6) bludgeoning damage.
Relentless Tide. When a creature within 10 feet of Andra'Kim moves out of her reach, she may make a melee weapon attack using her Warhammer of the Deep as a reaction.
Storm Surge (Special Reaction, Once)
When Andra'Kim is reduced to half her maximum hit points, she unleashes a violent burst of water and storm energy. All creatures within a 15-foot radius must make a DC 18 Dexterity Saving Throw. On a failed save, they take:
-
7 (2d6) bludgeoning damage
-
7 (2d6) cold damage
-
7 (2d6) thunder damage
On a successful save, they take half damage. The area becomes difficult terrain until the end of Andra'Kim's next turn.
Andra'Kim can take 2 points of legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end it's turn.
-
Crashing Wave (Cost 2 Actions). Andra'Kim releases a wave of force. Each creature within 10 feet must succeed on a DC 18 Strength Saving Throw or be knocked back 15 feet and take 18 (4d8) bludgeoning damage.
-
Drowning Curse (Cost 1 Action). Andra'Kim targets one creature she can see within 30 feet. The target must succeed on a DC 18 Constitution Saving Throw or begin choking, reducing their movement speed by half until the end of their next turn. They take 3 (1d6) psychic damage each turn they fail the save. They may attempt to save at the end of each of their turns. Once they have been drown by this effect, they have advantage of this attack for the rest of the combat.
-
Tidal Step (Costs 2 Actions). She moves up to her speed without provoking opportunity attacks, leaving a trail of swirling water. Creatures that pass through this area must succeed on a DC 18 Strength Saving Throw or be knocked prone.
- Extra Attack (Costs 1 Action): Andra'Kim makes two attacks with her Warhammer of the Deep.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Andra'Kim, the Blessed Form of Umberlee, stands as a terrifying and majestic figure, an embodiment of the sea’s wrath and its untamed power. Her vast, towering form pulses with an unsettling energy, as if the very ocean itself courses through her veins. She exudes an aura of deep, oppressive saltwater, her skin shimmering with the iridescence of dark coral and shifting blue-green hues, resembling the turbulent depths of the ocean floor.
Her large, monstrous body is more alien than humanoid, covered in barnacle-encrusted scales, and her eyes — glowing with an intense, ever-watchful gleam — seem to see through the very fabric of the world. Around her, the air is heavy with moisture, the scent of brine and damp stone mingling in the oppressive atmosphere. Waves of cold, storm-borne energy flow from her, crashing against the surroundings like a deadly tidal wave, leaving the ground slick and treacherous beneath her feet.
Her hands, adorned with pearl-like markings, reach out in silent offering, as though calling to the deepest, darkest corners of the sea. The ocean’s chaos is her ally, and the water itself bends to her will, surrounding her in a constant swirling vortex of power. Her every step echoes the grinding of waves against ancient rocks, each movement sending ripples across the battlefield.
Above her head, a faint glow radiates from the halo of pearls that encircle her like an ethereal crown. The calm of her gaze belies the storm brewing within her — a storm that only those who dare challenge her will truly understand.
In the heat of battle, Andra'Kim becomes an unstoppable force of nature, a relentless tide that crushes all who stand before her. Whether calling forth her legendary warhammer, unleashing waves of water and thunder, or summoning her elemental servants, she is a living embodiment of Umberlee’s wrath — a god of the sea who holds dominion over storms, drowning tides, and the very essence of the ocean itself.
Those who fall beneath her gaze feel the weight of the deep ocean’s fury, as the very earth trembles under the power of her storm-filled wrath.
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.
Comments