Medium Humanoid (Dwarf), Chaotic Evil
Armor Class 24 (Dwarven Plate)
Hit Points 690 (20d20 + 500)
Speed 30 ft.
STR
25 (+7)
DEX
11 (+0)
CON
23 (+6)
INT
18 (+4)
WIS
10 (+0)
CHA
10 (+0)
Damage Resistances Damage from Spells
Damage Immunities Poison
Senses Truesight 180 ft., Passive Perception 19
Languages Dwarvish, Infernal, Undercommon
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Duergar Resilience. Frakvar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.

Sunlight Sensitivity. While in sunlight, Frakvar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Ring of Spell turning. While wearing this ring, she has advantage on saving throws against any spell that targets only her (not in an area of effect). In addition, if she rolls a 20 for the save and the spell is 7th level or lower, the spell has no effect on her and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.

Conjure Earth Elemental(1/day). If she is holding the axe, she can use her action to cast the conjure elemental spell from it, summoning an earth elemental. She can't use this property again until the next dawn.

Travel the Depths(1/3 days). She can use an action to touch the axe to a fixed piece of dwarven stonework and cast the teleport spell from the axe. If her intended destination is underground, there is no chance of a mishap or arriving somewhere unexpected. She can't use this property again until 3 days have passed.

Actions

Enlarge (Recharges after a Short or Long Rest). For 1 minute, Frakvar magically increases in size, along with anything she is wearing or carrying. While enlarged, Frakvar is Large, doubles her damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If Frakvar lacks the room to become Large, she attains the maximum size possible in the space available.

Reduce (Recharges after a Short or Long Rest). For 1 minute, Frakvar magically decreases in size, along with anything she is wearing or carrying. While reduced, Frakvar is Tiny, reduces her weapon damage to 1, and makes attacks, checks, and saving throws with disadvantage if they use Strength. She gains a +5 bonus to all Dexterity (Stealth) checks and a +5 bonus to its AC. She can also take a bonus action on each of its turns to take the Hide action.

Axe of the Dwarven Lords. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 30 piercing damage, or 60 piercing damage while enlarged. If Frakvar is more then 10 feet away from this weapon, she is Blinded until she gets it back.

Mind-Poison Dagger. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage and 15 psychic damage, or 1 piercing damage and 30 psychic damage while reduced.

Mind Mastery. Frakvar targets one creature she can see within 60 feet of her. The target must succeed on a DC 20 Intelligence saving throw, or Frakvar causes it to use its reaction either to make one weapon attack against another creature Frakvar can see or to move up to 10 feet in a direction of Frakvar's choice. Creatures that can't be charmed are immune to this effect.

Invisibility (Recharges after a Short or Long Rest). Frakvar magically turns invisible until she attacks, casts a spell, or uses her Enlarge or Reduce, or until her concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment Frakvar wears or carries is invisible with her.

Inscribe Rune. Frakvar may take a single action to inscribe a rune and cast a spell from it, the spells she can cast through it are: 

Cantrips (at will): light, prestidigitation, mage hand

1st level (5 slots): alarm, comprehend languages, detect magic, illusory script, mage armor, shield

2nd level (5 slots): alter self, arcane lock, blindness/deafness, blur, hold person, invisibility

3rd level (4 slots): counterspell, dispel magic, fly, glyph of warding, protection from energy

4th level (4 slots): banishment, dimension door, greater invisibility, hallucinatory terrain

5th level (4 slots): cone of cold, contact other plane, hold monster, telekinesis, teleportation circle

6th level (3 slots): arcane gate, chain lightning, globe of invulnerability, true seeing

7th level (3 slots): mirage arcane, plane shift, teleport

8th level (2 slots): antimagic field, power word stun

9th level (2 slots): imprisonment, Counterspell

Reactions

Dwarven Plate. If an effect moves her against her will along the ground, She can use her reaction to reduce the distance she is moved by up to 10 feet.

Quick Carver. She can use her reaction and opportunity attack to cast a spell.

Lair and Lair Actions

On initiative count 20 (always before anyone else) Frakvar takes a lair action to active one of the following effects; it cannot activate the same effect twice in a row.

  • The grates in the center of the forge start shooting hot steam upward until deactivated. The steam does 1d8 fire damage to everyone who is standing in it at the end of their turn. Their are two levers nearby that can be pulled to deactivate their respective halves.
  • 4 Female Steeders come out from alcoves in the walls to join Frakvar.

Monster Tags: dwarf

Habitat: Underdark

Daviddoesntsucc

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