Medium Humanoid, Lawful Good
AC 16 Natural armor + Stoneguard Field (unarmored)    Initiative −3 (7)
HP 85 (15d8)
Speed 30 ft., Burrow 10 ft. (earth/loose stone only): (via terrakinesis)
Mod Save
STR 6 −2 +2
DEX 5 −3 −3
CON 7 −2 +2
Mod Save
INT 13 +1 +5
WIS 13 +1 +8
CHA 10 +0 +3
Skills Athletics +1, Insight +3, Investigation +4, Perception +3
Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Charmed, Frightened
Gear Stone-shod hammer, geomantic bracers, runic belt
Senses Tremorsense 30 ft (while in contact with stone/earth); Passive Perception 13
Languages Common, Dwarvish, Terran
CR 5 (XP 1,800; PB +3)
Traits

 

  • Stoneguard Field. While unarmored, Andvari projects a compact geomantic shield: +2 AC (included) and resistance to cold, fire, and lightning damage.

  • Terrakinetic Deflection. Reduces nonmagical bludgeoning, piercing, and slashing damage by 2.

  • Indomitable Will. Advantage on saving throws against being charmed or frightened, and against forced movement or being knocked prone.

  • Seismic Step. Difficult terrain from rubble, earth, or stone doesn’t slow Andvari; he can move through a hostile creature’s space if both stand on stone (the creature must make a DC 15 DEX save or be knocked prone).

 

Actions

 

  • Multiattack. Andvari makes two attacks in any combination of Earthshock Hammer and Stonebolt.

  • Earthshock Hammer (Melee Weapon Attack). +7 to hit, reach 5 ft., one target. Hit: 2d6 + 2 bludgeoning. If Andvari moved at least 10 ft. toward the target this turn, it must succeed on a DC 16 STR save or be knocked prone.

  • Stonebolt (Ranged Spell Attack). +7 to hit, range 90 ft., one target. Hit: 2d6 + 2 bludgeoning (magical). On a hit, the target’s speed is −10 ft until the end of Andvari’s next turn.

  • Gravitic Bind (Save-based, Recharge 5–6). A 10-ft square of ground within 60 ft buckles. Each creature in it makes a DC 16 STR save or is restrained (escape DC 16); the area is difficult terrain until the start of Andvari’s next turn.

  • Nullifying Pulse (1/Short Rest). One creature Andvari can see within 30 ft must make a DC 16 CHA save or have non-legendary magical boons and resistances on it suppressed until the end of Andvari’s next turn (similar to a brief targeted dispel; innate monster traits aren’t removed, but spell/item-granted resistances end).

 

Bonus Actions

 

  • Bulwark Shift. Andvari gains 5 temporary HP and advantage on the next Strength (Athletics) check he makes before the end of his turn.

  • Earthen Slide. Andvari moves up to 10 ft without provoking opportunity attacks if both he and the foe are on stone.

 

Reactions

Counterquake. When a creature within 5 ft hits Andvari with a melee attack, it must succeed on a DC 16 DEX save or be knocked prone.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

A dwarf master of earth and anti-control techniques, Andvari fights with measured footwork and geomancy—pinning foes in buckling stone and shrugging off hostile effects with sheer will. In his home tales he’s renowned for shielding allies from control and turning enemy force back on itself, anchoring battle lines against superior numbers.

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.

Habitat: HillMountainPlanar (Elemental Plane of Earth)Underdark

Zackagawea

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