Small Humanoid (Any Race), Chaotic Evil
Armor Class 17 (studded leather)
Hit Points 150 (12d8 + 24)
Speed 25 ft.
STR
11 (+0)
DEX
18 (+4)
CON
14 (+2)
INT
13 (+1)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws DEX +8, CON +6, CHA +7
Skills Acrobatics +6, Perception +3, Stealth +9
Damage Resistances Poison
Senses Passive Perception 16
Languages Thieves' cant plus any two languages
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Legendary Resistances: Andica has 3 legendary saves he can use if he fails a save.

Crazed Mind. The killer has advantage on saving throws against being charmed, frightened, paralyzed, stunned, or put to sleep.

Fast Reflexes: Andica can use his bonus action to dash.

Shadowy Step. Andica can step in and out of the shadows around him. As an action, he can magically teleport, along with any equipment he is wearing or carrying and any creatures he has grappled, up to 150 feet to another shadow.

Chilling Vanish. As an action, Andica becomes one with the shadows and magically becomes invisible for up to 10 minutes or until immediately after he makes an attack roll.

Mutilating Attack. Once per turn, Andica deals an extra 14 (4d6) damage when he hits a target with a weapon attack and doesn't have disadvantage on the attack roll. He does not get this on Legendary actions.

Actions

Multiattack. Andica makest three dagger attacks.

Saw-Toothed Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (2d6 + 4) piercing damage (14 (4d6)  if adding sneak attack), and the target must make a DC 15 Constitution saving throw or be wounded. 

At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. Any damage lost to wounds can only be regained with a long or short rest.

Arm of the Wretched Researcher: Melee Weapon Attack +7 to hit, deals 3d6 necrotic damage on hit and the victim makes a DC 15 Wisdom Save or be stunned until Andica's next turn.

Reactions

Echoes of the Flesh. When Andica successfully attacks and hits a target with blood and flesh, he can use his bonus action to ingest the blood or flesh, healing him 2d6 hp and to learn a few things about the victim: 1) What is their current emotion? 2) What desire weighs heavily on their mind? 3) Who on this world matters to them most?

Legendary Actions

Andica can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Andica regains spent legendary actions at the start of his turn.

Saw-Toothed Dagger. Andica makes an attack against one creature within 5 feet of him.

Shadowy Step. Andica can step in and out of the shadows around him. As an action, he can magically teleport, along with any equipment he is wearing or carrying and any creatures he has grappled, up to 150 feet to another shadow.

Chilling Vanish. Andica becomes one with the shadows and magically becomes invisible for up to 10 minutes or until immediately after he makes an attack roll.

Lair and Lair Actions

Lair Actions

When fighting inside his lair, Andica can use lair actions. On initiative count 20 (losing initiative ties), Andica can take one lair action to cause one of the following effects; Andica can’t use the same lair action two rounds in a row:

  • Souls of the Tortured: The souls of the dead cannot rest, the dark magic of Andica's arm tattooed with evil rites to Loviator having corrupted them. 1d4+1 Corrupted Souls appear anywhere within 60 feet of Andica, and join the battle. They are black spectral, smoky women, screeching, unyielding, gaping holes in their spectral chests and holes where their eyes should be. At half health, this increases to 1d6+1.
  • Presence of a Killer: The presence of such a ruthless, crazed psychopath is overwhelming. 3 creatures make a DC 15 WIS save or be frightened of Andica until the end of the round.
  • Magical Anomaly: Andica's arcane arm pulses with nefarious energy. Choose one creature within the lair, they have to make a wisdom save or have disadvantage on all saves until the end of the round.

Previous Versions

Name Date Modified Views Adds Version Actions
4/14/2020 7:44:01 PM
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Monster Tags: NPC

Habitat: Urban

ArcticHawke

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