Armor Class 18 (natural armor)
Hit Points 300 (24d12 + 144)
Speed 30 ft.
STR 16 (+3)
DEX 14 (+2)
CON 22 (+6)
INT 18 (+4)
WIS 16 (+3)
CHA 20 (+5)
Saving Throws Int +10, Wis +9, Cha +11
Skills Arcana +10, Deception +11, Insight +9, Persuasion +11
Damage Resistances cold, lightning, fire; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 13
Languages Common, Elvish, Draconic
Challenge 20 (25,000 XP)
Legendary Resistance (3/day). If Andropinis fails a saving throw, he can choose to succeed instead.
Spellcasting. Andropinis is a 20th-level sorcerer. His spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). He knows the following sorcerer spells:
Cantrips (at will): fire bolt, prestidigitation, mage hand
1st level (4 slots): shield, magic missile
2nd level (3 slots): scorching ray, suggestion
3rd level (3 slots): fireball, counterspell
4th level (3 slots): greater invisibility, dimension door
5th level (2 slots): wall of force, hold monster
6th level (1 slot): chain lightning
7th level (1 slot): finger of death
8th level (1 slot): power word stun
9th level (1 slot): meteor swarm
Sorcerous Restoration. Andropinis regains 10 sorcery points at the start of his turn if he has no more than half of his hit points remaining.
Spell Resistance. Andropinis has advantage on saving throws against spells and other magical effects.
Evasion. When Andropinis is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Magic Resistance. Andropinis has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. Andropinis can use his Frightening Gaze. He then makes two spell attacks or uses his fire bolt cantrip twice.
Frightening Gaze. Andropinis fixes his gaze on one creature he can see within 30 feet of him. The target must succeed on a DC 19 Wisdom saving throw or be frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Andropinis's Frightening Gaze for the next 24 hours.
Domineering Presence (Recharge 5-6). Each creature of Andropinis's choice that is within 120 feet of him and aware of him must succeed on a DC 19 Wisdom saving throw or become charmed by him for 1 minute. While charmed in this way, the creature regards Andropinis as its trusted leader. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Legendary Actions
Andropinis can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Andropinis regains spent legendary actions at the start of his turn.
- Cantrip. Andropinis casts the fire bolt cantrip.
- Counterspell (Costs 2 Actions). Andropinis counters a spell cast by another creature within 60 feet of him.
- Teleport (Costs 2 Actions). Andropinis magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Legendary Lair Action
On initiative count 20 (losing initiative ties), Andropinis can take a lair action to cause one of the following magical effects:
- Dispel Magic. Andropinis casts dispel magic.
- Summon Templar (Costs 2 Actions). Andropinis summons one of his loyal templars to aid him in combat. The templar appears within 60 feet of Andropinis and acts immediately after him in the initiative order.