Medium Humanoid (Elf), Any Alignment
Armor Class 20 (Infusion: Helm of Defense)
Hit Points 195 (26d8 + 78)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
16 (+3)
INT
19 (+4)
WIS
15 (+2)
CHA
8 (-1)
Saving Throws CON +7, INT +8
Skills Arcana +8, History +8, Intimidation +3, Perception +6, Persuasion +3
Senses Passive Perception 16
Languages Common, Draconic, Elvish, Halfling
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Magical Tinkering. Crixim can imbue a tiny nonmagical object with a magical property of his choice: 5ft. radius light, up to 6 second long recorded message, emits odor or nonverbal sound, static visual effect including up to 25 words of text. Crixim can affect a maximum of 4 objects at a time.

Magical Infusions. Crixim's tinkering has produced the unique ability to produce items with magical effects as well as a suit of magical power armor. He has proficiency with Heavy Armor. This magical power armor functions as a spellcasting focus for his spells.

Spellcasting. Crixim is an 11th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). Crixim has the following artificer spells prepared:

Cantrips (at will): mage hand, mending, [Tooltip Not Found], thunderclap

1st level (4 slots): cure wounds, expeditious retreat, grease, magic missile, sanctuary

2nd level (3 slots): blur, enlarge/reduce, heat metal, mirror image, shatter

3rd level (3 slots): haste, hypnotic pattern, blink

Actions

Spell-Storing Item (8/day). Crixim has stored the spell shatter within his wand. As his 'use an object' action he can cast the shatter spell from it.

Lightning Pulse (Recharge 5-6). Crixim releases the arcane energy that charges within his suit from his chest. Each creature in a 100 ft line that is 5 ft. wide must make a DC 16 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one.

Multiattack. Crixim makes two attacks with his thunder gauntlets or light hammer. 

Thunder Gauntlets. Melee Weapon Attack: +8 to hit, reach 5 ft. one target. Hit: 8 (1d8 + 4) thunder damage. A creature hit by the thunder gauntlets has disadvantage on attack rolls against targets other than Crixim until the start of his next turn.

Light Hammer. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 20/60ft. one targe. Hit: 2(1d4) bludgeoning damage.

Bonus Actions

Infusion: Boots of the Winding Path. Crixim can activate the magic of his boots to teleport up to 15 feet as a bonus action to an unoccupied space that he can see.

Defensive Field. Crixim can use his bonus action to trigger his power armor, sending out a field that grants him a temporary 11 hit points, replacing any temporary hit points he already has. 

Reactions

5/day: Crixim can use his reaction to cast either shield or absorb elements.

Infusion: Mind Sharpener. Whenever Crixim fails a CON saving throw to maintain concentration on a spell, he can use his reaction to succeed instead.

Flash of Genius. 4/day: When Crixim or an allied creature within 30 feet of him makes an ability check or a saving throw, he can use his reaction to add +4 to the roll.

Infusion: Bracer of Magical Strength. Whenever Crixim would be knocked prone, he can instead choose to not be knocked prone.

Description

Crixim is a cunning and cruel man. He will try to dispose of weaker enemies first, and will not hesitate to strike enemies that have fallen in order to ensure that they stay down for the count. He relies heavily on his magical armor to bolster his defense. Crixim will cast haste on himself at the start of battle, and fight at range using his lightning pulse and his spell-storing item to deal massive damage to at least two PCs at a time.

Previous Versions

Name Date Modified Views Adds Version Actions
9/24/2020 3:01:55 PM
14
1
1.0
Coming Soon
10/17/2020 5:23:12 PM
8
1
--
Coming Soon

Monster Tags: NPC

Habitat: Urban

Afronnub

Comments

Posts Quoted:
Reply
Clear All Quotes