Medium Humanoid, Lawful Neutral
AC 26    Initiative +15 (25)
HP 700 (64d8 + 448)
Speed 95 ft.
Mod Save
STR 23 +6 +6
DEX 30 +10 +19
CON 24 +7 +16
Mod Save
INT 25 +7 +16
WIS 30 +10 +19
CHA 13 +1 +1
Skills Acrobatics +20, Athletics +12, Insight +12, Perception +20, Religion +15, Stealth +15
Immunities Lightning, Poison, Thunder; Blinded, Deafened
Senses Blindsight Andrius is able to detect the electricity within 120 ft., allowing him to notice details as small as the electrical signals in the bodies of those around him.; Passive Perception 22
Languages All
CR 30 (XP 155,000; PB +9)
Traits

Epic Boss Hit Points. Increase Andrius Sinn's starting hit points by 175 for each player character above four, or reduce its starting hit points by that same amount for each player character below four.

Evasion. When Andrius Sinn is subjected to any effect that allows it to make a Dexterity saving throw to take only half damage, it takes no damage when it succeeds on the saving throw, and only half if it fails.

Inperceivable Speed (Optional). All creatures in a combat encounter with Andrius Sinn only have one minute to declare their action on their turn and roll Initiative at disadvantage if they have less than 20 Dexterity. If they fail to declare their action in time, their action is skipped, and attacks against them have Advantage until the start of their next turn. As a free action, upon being reduced below half of his maximum hit points, Andrius may reduce the time limit to 40 seconds. 

Ki-Empowered. Andrius' attacks are considered magical to overcome resistances and immunities.

Raijin Style 1st Technique: Thunderous Momentum. After Andrius takes the dash action, his first attack has advantage and deals a bonus 5d8 thunder damage, and he may knock the target 5 ft. away from him. If the target is knocked into another creature, they take half the Lightning and Thunder damage dealt to the original target.

Raijin Style 2nd Technique: Speed of Lightning. At the start of a new round, as a free action, Andrius may use the dash action. He may also move up to his movement speed and make an unarmed strike. Whenever Andrius makes an Epic Action, he may move up to half of his current movement speed. 

Raijin Style 7th Technique: Lightning God Armament (Twice per long rest)Gauntlets made from raw electricity form around Andrius' hands and, for 1 minute, any instance of lightning or thunder damage output by Andrius deals a minimum of half the maximum damage. 

Raijin Style Ultimate Technique: Avatar of the Storm (Recharges after a Short or Long Rest). If Andrius is reduced to 0 hit points, his current hit point total instead resets to 500 hit points, he recharges his ki, and he regains any expended uses of Legendary Resistance. Additionally, Andrius can now use the options in the "Mythic Actions" section for 1 hour. 

Reactive Perception. Andrius has 2 reactions rather than 1. If he has expended them both, as a free action, he can make a DC 15 Wisdom saving throw, which, upon success, refreshes one of his expended reactions. On a failure, he does not regain his reactions at the start of his next turn. Each time this is used, the DC increases by 5 and resets to 15 at the end of his turns.

Sacred Monk Art: Battle Spirit Revival. If Andrius lands a critical hit against a creature, he regains Hit Points equal to the damage, clears one condition or effect of his choice, and has his Critical Hit threshold decreased by 1 until the end of his next turn. If the attack hits multiple creatures, he only regains Hit Points equal to the damage dealt to the primary target of the attack.

Actions

Andrius Sinn always takes his turn on Initiative count 20, unless he is in his demi-plane, in which case he takes his turn on Initiative count 25. On his turn, Andrius Sinn can use his movement and interaction as normal. However, he does not take an action or Bonus Action on his turn unless forced to do so by a spell or other effect. Instead, the Algorithm takes one of the following Epic Actions at the end of each player character's turn:

Raijin Style 4th Technique: Storm Flurry. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 8) bludgeoning damage plus 16 (4d8) lightning damage. He may make two attacks whenever he takes this Epic Action. The lightning damage is also dealt to another creature within 5 ft. of the original target. It may then jump to another target within 5 ft. of the second, though it cannot jump back to the original target. 

Raijin Style 5th Technique: Coiling Eel Bindings. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 8) bludgeoning damage plus 16 (4d8) lightning damage. If this attack connects, he grapples the target. While the target is grappled in this way, it has the Prone, the creature will take 12 (4d6) lightning damage whenever Andrius makes an Epic action, increased to 33 (6d10) lightning damage if he chooses to use his epic action to amplify the charge, and attacks against Andrius that miss will instead hit the Grappled creature. He cannot take any action that would grant him the Dodge effect while grappling with a creature.

Raijin Style 6th Technique: Split Second Detection. Andrius takes the Dodge action, benefiting from it until he next takes damage or until the start of his next turn. While in this stance, he may use an unarmed strike as a counterattack against anyone who makes a melee attack against him while dodging. He has an advantage when countering a target that misses their attack against him. If his counterattack hits, it refunds the reaction used to make it.

Raijin Style 8th Technique: Thunder Cloud Burst (1 /Round). Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 8) bludgeoning damage plus 33 (6d10) lightning damage. The creature is knocked back 30 ft. in a straight line from Andrius. Any creature the target hits as it is launched takes damage equal to the lightning and thunder damage dealt by this attack and is knocked Prone.

Epic Resistance. Andrius chooses one condition, spell, or other effect currently affecting him and rolls 1d20. On an 11+, the effect ends on it. Andrius can use this action even if it would otherwise be unable to take actions, its actions are being controlled by another creature, or if a spell or effect alters its game statistics.

Reactions

Raijin Style 3rd Technique: Wind Reversal. Andrius deflects any ranged weapon attack or spell attack, reducing the damage by 3d10 + 15. If the deflected attack was a single-target ranged attack and its damage is reduced to 0, Andrius sends the projectile back, targeting a creature within 80 ft. that he can sense. It deals damage equal to the original damage roll of the projectile, plus Lightning damage equal to the excess amount by which the damage was reduced beyond 0. 

Raijin Style 6th Technique: Counterattack.  Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 12 (1d8 + 8) bludgeoning damage plus 8 (2d8) lightning damage.

Mythic Actions

If Andrius' Avatar of the Storm trait has activated in the last hour, he can use the options below as Epic actions. He also gains an additional use of his Raijin Style: Lightning God Armament. 

Raijin Style 4th Technique Evolved: Godspeed Flash. Andrius uses Strom Flurry, making three attacks instead of two, and it can arc to an additional creature so long as that creature is neither the original, second, or third target. 

Demi-Plane Manifestation: Transcendent Current. Once Andrius uses Raijin Style Ultimate Technique: Avatar of the Storm, he may manifest his demi-plane, known as Transcendent Current. This is a 60 ft. diameter spherical plane that acts as a lair for 1d4 rounds.

Lair and Lair Actions

Demi-Plane Manifestation: Transcendent Current. This demi-plane removes a 60 ft. diameter sphere space in reality, with the outside being a hard black sphere, while the inside represents Andrius' Soul. The internal area is that of a 80 ft. radius. The plane takes the form of a crumbling temple atop a mountain, the walls and roof collapsing onto the floor. The sky is dominated by a dark and raging storm, the clouds seemingly circling the peak of the mountain. The demi-plane takes the form of a sparring chamber, a staple of many temples, this one, in particular, resembling the ascetic temples of the Flame found in southern Ariendas. In this demi-plane, lightning can be seen sparking in the air, as Andrius' flesh is wreathed in electricity. 

Lair Actions

On initiative count 25 (losing initiative ties), Andrius takes a lair action to cause one of the following effects; Andrius can’t use the same effect two rounds in a row, however, passive effects are always active:

  • Uncontrollable Voltage (Passive). Within the demi-plane, all sources of lightning and thunder deal a minimum of half their maximum damage, and saving throws against effects that deal these types of damage have disadvantage.
  • Surging Speed (Passive). Once per round, while within the demi-plane, all creatures may make the dash action as a free action. 
  • Current of Cognition (Passive). All creatures in the demi-plane have the rate at which their minds process and act on information multiplied. Creatures may make an extra reaction, have advantage on perception and investigation checks, and have their AC increased by 3. However, for an untrained individual, this advantage is flipped on its head, overwhelming them with information. Creatures that are not Andrius must succeed on a DC 27 Wisdom saving throw at the start of every round which, if failed, causes the creature to suffer from level 1 exhaustion and makes them incapable of making reactions. 
  • Perception Blitz (Passive) (Optional). Within the demi-plane, the time limit placed on turns by Impercievable Speed is reduced to 20 seconds. 
  • God Scorching Bolt. Andrius commands the storm to strike with a massive bolt of lightning in a 5 ft. radius sphere, imposing a DC 28 dexterity saving throw which, if failed, deals 78 (12d12) lightning damage and causes the target to become Dazed (The target can move or take an action on their turn, not both. They can’t take Bonus Actions). 
  • Freezing Fog. A frigid bluish fog forms in a 50 ft. cube at a point that Andrius desires. This fog lightly obscures the area it is in. When the target is initially subjected to the cube and when they start their turn in the cube, they must succeed a DC 26 Constitution saving throw, reduced to 23 if the target is resistant to cold damage. If failed, the target takes 33 (5d12) cold damage and reduces the creature's movement speed by half of its maximum amount. On a success, the target takes half damage and only has its speed reduced by 10 ft. This fog disappears at the start of the next demi-plane turn. 
  • Rending Winds. The storm begins to output powerful winds, strong and fast enough to cut flesh. All creatures within the demi-plane must succeed a DC 28 dexterity saving throw, which, if failed, causes the creature to be pushed 30 ft. in any direction of Andrius' choosing, and they take 28 (8d6) slashing damage and the target has the Bleeding condition (4d4). If it succeeds, the target takes half damage, doesn't bleed, and is only moved half the amount.

Lair Price

The sheer amount of power and energy required to call upon one's demi-plane manifestation can even wear out the strongest warriors. Andrius' demi-plane is no different; the intake of information and the exhausting use of power can cause his brain to be put under great strain. Immediately after the demi-plane ends, for the rest of the combat encounter, his lightning and thunder damage is halved, and if the demi-plane is broken, he is stunned until the start of his next turn. He will suffer the following effects for the next 1d4 weeks.

  • Andrius gains exhaustion equal to the number of turns the Demi-Plane is open.
  • Andrius' movement speed is reduced to 30 ft., and he cannot take the dash action.
  • Andrius cannot make reactions.
  • Andrius' max hit points are reduced by 100.

 

Previous Versions

Name Date Modified Views Adds Version Actions
8/15/2024 7:25:31 PM
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4/28/2026 5:47:20 PM
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Monster Tags: humanoid

Haxxlim

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