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Andy Edward Mason (Act 1) in Dungeons & Dragons 5e

Andy Edward Mason (Act 1) CR: Baby Man

Medium human, lawful good
Armor Class: 15
Hit Points: 96
Speed: 30 ft , swim: 30 ft

STR

13 +1

DEX

14 +2

CON

15 +2

INT

19 +4

WIS

8 -1

CHA

17 +3

Saving Throws: Constitution, Charisma
Skills:

Animal Handling +11, Athletics +5, Investigation +8, Nature +12, Persuasion +7, Survival +3

Damage Resistances: Cold
Languages: Aquan, Common
Challenge Rating: Baby Man
Proficiency Bonus: +4

Spellcasting. Andy casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks):

At will:

Mind Sliver

1/day:

Burning Hands, Hold Person

3/day:

Control Water


Pact of the Arm. Andy's metal arm is bound to him as a pact weapon, blessed by the Leviathan with its servant, a small volcanic fish. Andy has proficiency with his arm, and can use it as a Spellcasting focus. Whenever he attacks with it, he can use his Charisma modifier for the attack and damage rolls instead of using Strength or Dexterity.

FISHY PUNCH!

Once per day when Andy hits a creature with his Pact of the Arm, he can cause the attack to deal an extra 5d8 Force damage to the target and he can give the target the Prone condition if it is Huge or smaller.

Actions

Leviathan's Maw (1/day). Andy calls forth the presence of the Leviathan, summoning a gaping maw to entrap his enemies with divine fury. As an action, Andy chooses a point he can see within 60 feet of him. For one minute, translucent vapor emerges from the ground in a 10 foot radius centered on that point, forming a large maw resembling the Leviathan. Each creature in that area when the maw manifests must make a strength saving throw against your spell save DC or be restrained. Any creature that starts its turn in the maw takes 3d6 cold damage. As an action, a restrained creature can repeat the saving throw, ending the restraint on a success. At the start of Andy's turn, if any creatures are in the maw's area, he gains 15 temporary hit points.

Bonus Actions

Grasp of the Deep (3/day). As a bonus action, Andy creates 10-foot-long tentacle at a point he can see within 60 feet of him. It lasts for one minute, or until he uses this feature again. When created, Andy can use the tentacle to make a melee spell attack against a creature within 10 feet of it. On hit, the target takes 2d8 cold damage and has its movement speed reduced by 10 until the start of Andy's next turn. On subsequent turns, Andy can use a bonus action to command the tentacle to move up to 30 feet and repeat this attack.

Misty Step (3/day). Andy is surrounded by a thick fog, teleporting up to 30 feet to an unoccupied space he can see.

Armor of Agathys (2/day). Scaly Spines protrude from Andy's skin, forming a sort of iridescent armor. Andy gains 10 temporary hit points that last for the next hour. If a creature attacks him with a melee attack roll before the end of this effect, they take 10 cold damage. This effect ends once the temporary hit points are depleted.

Reactions

Guardian Grasp. When a creature Andy can see takes damage within 10 feet of the tentacle created by Grasp Of The Deep, he can use his reaction to reduce the damage to the chosen creature by half. This destroys the tentacle.


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