Andar Tertictindan
Medium-sized
Human
Cleric/ Thundering Hammer of Zeus (29th level)
Level 20/9
Hit Dice:
20d8+9d10+116 (259 hp)
Initiative:
+4 (Dex)
Speed: 20 ft.
AC: 22 (+0 Dex, +12 Half-Plate of
Etherealness)
Attacks: 2 Golden Hammers of
Thunderbolts (+30/+25/+20/+30/+25) melee or
1 Golden Hammer of Thunderbolts (+32/+27/+22)
melee or
2 Golden Hammers of Thunderbolts (+30/+30) ranged or
1 Golden Hammer of Thunderbolts (+32) ranged
Damage: 2 Golden Hammers of
Thunderbolts 2d8+2d6+24 or
1 Golden Hammer of Thunderbolts 2d8+2d6+31 (used two
handed) or
2d8+24+ Stun (Fort DC 12 to avoid) when thrown
Face/Reach: 5
ft x 5 ft./5 ft.
Special Attacks: Turn or Rebuke Undead, Smite Evil 3/day, Radiant Hammer,
Turn Earth Creatures, Rebuke Air Creatures, +20 Strength 1/day (+10 attack
bonus/damage)
Special Qualities:
Detect Evil
Saves: Fort +22, Ref +15,
Will +24
Abilities: Str 22, Dex 16, Con 18, Int 16, Wis 23, Cha
18
Skills: Concentration +37, Diplomacy +37, Heal +39, Knowledge
(Arcana) +36, Knowledge (Religion) +36, Scry +36, Spellcraft +36
Feats:
Weapon Focus (War Hammer), Ambidexterity, Two Weapon Fighting, Improved Two
Weapon Fighting, Point Blank Shot, Power Attack, Divine Might, Divine Vengeance,
Great Smiting (Epic), Holy Strike (Epic), Penetrate Damage Reduction (Epic)
Climate/Terrain:
Andarland
Organization:
Solitary
Challenge
Rating: 29
Treasure: Standard
Alignment: Chaotic Good
Advancement: By
Character Class.
Andar
was one of the original companions of Grindill and Han
Dirgon in the Fourth Age.
Like Han Dirgon and Adilbrand Noblesword, he was put
into suspended animation at the time of the Cataclysm. Upon awakening
nearly two thousand years later, toward the end of the Fifth
Age, Andar found himself in a very different world - a world where the
people had forgotten the gods and where priests lacked a real connection to what
they worshipped. He was one of the few spellcasting clerics alive.
The awe he engendered was not comfortable for Andar, so he retired to his island
retreat, Andarland, and rebuilt the community there.
A cleric of Zeus, Andar has access to the
domains of Air and Strength. He is granted by Zeus the power to turn or
destroy earth creatures or to rebuke or command air creatures 7 times per
day. He is also granted a feat of strength once per day. This
enhanced strength equates to a +20 divine bonus to his strength score.
This strength lasts one round and is a free action.
He died toward the end of the Seventh Age. His celestial spirit has been
known to loan out his magic items to heroes in need.
Combat
Andar fought with
a pair of golden Hammers of Thunderbolts and with spells. Occasionally he
would fight with but one Hammer (usually after he had thrown one) held two
handed for extra damage. Often he would use the Radiant Hammer ability
granted by Zeus to enhance his hammers further, giving them a shock power
(dealing +1d6 extra electrical damage per hit), holy energy (+2d6 extra holy
damage to evil critters), and/or returning (so the hammers, if thrown, will
return to him). Each enhancement is a standard action, can be done three
times per day (total, so doing all three enhancements to one hammer uses up the
power for the day), and each power lasts 13 rounds. Like all Hammers of
Thunderbolts, they strike dead any giant upon whom they score a hit (Fort DC 16
to survive). He can use his Holy Strike feat to add +2d6 holy damage to
any of his weapons (this does not stack with any other holy damage).
Magic Items:
Belt
of Giant Strength +6 Str enhancement
Gauntlets of Ogre Power +2 Str enhancement
Staff of Life (Heal 1 charge, Resurrection 1 charge) 20 charges
Rod of Absorption
Rod of Cancellation
Well of Many Worlds
Figurine of Wondrous Power (Golden Lions)
Portable Hole
Daern's Instant Fortress
Helm of Free Action
Rope of Entanglement
Stone of Good Luck (+1 luck bonus on saving throws, skill checks, and
ability checks -already calculated into above stat block)
Stone of Controlling Earth Elementals
+5 Flail (+26/+21/+16) damage 1d10 + 2d6+14 (two handed weapon) [19-20/x2]
+1 Mace of Disruption (+22/+17/+12) damage
1d8+2d6+7
+3 Mace (+24/+19/+14) damage 1d8+2d6+9
+3 Whip of Paralyzation (+18/+13/+8)
Ring of Dark Vision
Ring of Shooting Stars
This ring has two modes of operation-at night and underground-both of which work only in relative darkness. During the night under the open sky, the ring of shooting stars can perform the following functions on command:
Dancing lights (once per hour)
Light (twice per night)
Ball lightning (special, once per night)
Shooting stars (special, three per week)
The first special function, ball lightning, releases one to four balls of lightning (ring wearer’s choice). These glowing globes resemble dancing lights, and the ring wearer controls them in the same fashion (see the dancing lights spell description). The spheres have a 120-foot range and a duration of 4 rounds. They can be moved at 120 feet per round. Each sphere is about 3 feet in diameter, and any creature who comes within 5 feet of one causes its charge to dissipate, taking electricity damage in the process according to the number of balls created.
Number of Balls Damage per Ball --------------- ---------------4 lightning balls 1d6 points of damage each 3 lightning balls 2d6 points of damage each 2 lightning balls 3d6 points of damage each 1 lightning ball 4d6 points of damageOnce the ball lightning function is activated, the balls can be released at any time before the sun rises. (Multiple balls can be released in the same round.)
The second special function, shooting stars, produces glowing projectiles with fiery trails, much like a meteor swarm. Three shooting stars can be released from the ring each week, simultaneously or one at a time. They impact for 12 points of damage and spread (as a fireball) in a 5-foot-radius sphere for 24 points of fire damage.
Any creature struck by a shooting star takes full damage from impact plus full damage from the spread. Creatures not struck but within the spread ignore the impact damage and take only half damage from the fire spread on a successful Reflex save (DC 13). Range is 70 feet, at the end of which the shooting star explodes, unless it strikes a creature or object before that. A shooting star always follows a straight line, and any creature in its path must make a save or be hit by the projectile.
Indoors at night, or underground, the ring of shooting stars has the following properties:
Faerie fire (twice per day)
Spark shower (special, once per day)
The spark shower is a flying cloud of sizzling purple sparks that fan out from the ring for a distance of 20 feet in an arc 10 feet wide. Creatures within this area take 2d8 points of damage each if not wearing metal armor or carrying a metal weapon. Those wearing metal armor and/or carrying a metal weapon take 4d8 points of damage.
Spells
6 / 7+1 / 6+1 / 6+1 / 6+1 / 6+1 / 4+1 / 4+1 / 4+1 / 4+1
Andar usually prepared the following spells (Domain spells are listed last for
each spell level).
0 level: Create Water, Detect Magic, Detect Poison, Guidance, Light, Resistance
1st level: Bless, Command, Comprehend Languages, Doom, Shield of Faith, Protection from Evil, Sanctuary, Endure Elements
2nd level: Aid, Bull's Strength, Death Knell, Hold Person, Shield Other, Lesser Restoration, Wind Wall
3rd level: Bestow Curse, Daylight, Magic Circle against Evil, Searing Light, Helping Hand, Dispel Magic, Gaseous Form
4th level: Cure Critical Wounds, Dismissal, Death Ward, Dimensional Anchor, Neutralize Poison, Restoration, Air Walk
5th level: Atonement, Hallow, Dispel Evil, Healing Circle, Slay Living, Raise Dead, Righteous Might
6th level: Animate Objects, Banishment, Planar Ally, Heal, Chain Lightning
7th level: Greater Restoration, Destruction, Holy Word, Regenerate, Control Weather
8th level: Holy Aura, Fire Storm, Mass Heal, Greater Planar Ally, Whirlwind
9th level: Gate, Miracle, Storm of Vengeance, Soul Bind, Elemental Swarm
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