Njordir Sage
A Njordir sage is the senior Earth Channel caster of a mountain hold and keeps the record of what its stone has been asked to do and by whom. Sages sit in the deep halls and are consulted before any passage is cut or widened. They are slow to agree to a working and do not reverse an agreement once made.
- Physiology
- Humanoid, Elemental
- Size
- Medium
- Speed
- 30 ft.
- Armor class
- 18 (living stone mantle)
- Hit points
- 136 (16d8 + 64)
- Proficiency
- +3
- STR 17 +3 save +6
- DEX 12 +1 save +1
- CON 18 +4 save +7
- INT 15 +2 save +2
- WIS 20 +5 save +8
- CHA 14 +2 save +2
- Skills
- Arcana +5 , History +5 , Survival +8 , Insight +8
- Passive Perception
- 15
- Senses
- tremorsense 60 ft., darkvision 120 ft.
- Languages
- Njordhalla, Common, Primordial
- Damage resistances
- poison, bludgeoning
- Condition immunities
- petrified
- Found in
- Settlement , Subterranean
Equipment
Spells
Channels with WIS. Save DC 16, spell attack +8 .
Casts with Wisdom. Its spells are Earth Channel: shaping and sensing stone, raising walls, and moving through rock, up to 5th level.
- At will Pebble , Mortar , Mending
- Level 1 (4 slots) Sculpt , Bulwark , Longstrider
- Level 2 (3 slots) Spire , Berm , Anchor
- Level 3 (3 slots) Burrow , Tremor , Meld into Stone
- Level 4 (3 slots) Sounding , Rampart , Stone Shape
- Level 5 (2 slots) Taproot , Boulder
Traits
-
Long Memory
The sage has advantage on Intelligence (History) checks about anything older than three centuries.
-
Rooted
The sage cannot be moved against its will while standing on stone or soil.
Actions
-
Stone Lance
+8 to hit · reach 15 ft.
1d10 + 5 bludgeoning damage
The sage makes three Stone Lance attacks. Each hit leaves a spur of rock in the target. A creature with two or more spurs in it has its speed halved until they are cut out. Cutting them out takes an action and deals 1d6 damage.
-
Close the Vault
DC 16 Dexterity save
The sage raises stone in a 30-foot radius within 120 feet. Each creature there takes 11d8 bludgeoning damage and is Restrained by risen stone on a failed save, or takes half damage on a success. Recharges on a 5 or 6.
-
Stone Ward Reaction
When a creature within 60 feet would move the sage, knock it Prone, or open a way through stone near it, the effect fails. Twice per day.