Arcane Turret. With his smith's tools in hand, Arslandrian can take an action to magically summon a Medium turret in an unoccupied space on a horizontal surface within 5 feet of him.
The turret is a magical object that occupies its space and that has crablike legs. It has an AC of 18 and has 100 hit points. It is immune to poison and psychic damage, and all conditions. If it is forced to make an ability check or saving throw, Arslandrian treats all of its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 10 minutes. Arslandrian can dismiss it as an action.
See Artificer (artillerist) for more information.
Holy Fire. When Arslandrian deals fire damage and the target is resistant to fire damage, it is instead not considered resistant to Arslandrian's attack or spell. If Arslandrian's target is immune to fire damage, it instead is considered resistant to fire damage for Arslandrian.
Also, when Arslandrian deals fire damage with an attack or spell, it also does and additional 8 (1d6+5) radiant damage (included in his weapon attacks) to each affected creature.
Infernal Constitution. Due to Arslandrian's tiefling heritage, he has advantage on saving rolls against poison.
Innate Spellcasting. Arslandrian's innate spellcasting ability is Charisma (spell save DC 20). He can innately cast the following spells, requiring no material components.
At-will: divine word, mending, plane shift, thaumaturgy
1/day each: darkness, hellish rebuke
Legendary Resistance (3/day). When Arslandrian fails on a saving throw, he can choose to succeed instead.
Limited Magic Immunity. Unless he wishes to be affected, Arslandrian is immune to spells of 2nd level or lower. She has advantage on saving throws against all other spells and magical effects.
Magic Weapons. Arslandrian's weapon attacks are magical.
Spellcasting. Arslandrian is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell attacks). Arslandrian has the following artificer spells prepared:
Cantrips (at will): fire bolt, light, ray of frost, thorn whip
1st level (4 slots): arcane weapon, cure wounds, disguise self, faerie fire, identify, shield, thunderwave
2nd level (3 slots): aid, alter self, continual flame, heat metal, magic weapon, scorching ray, shatter
3rd level (3 slots): blink, elemental weapon, fireball, fly, revivify, wind wall
4th level (3 slots): arcane eye, ice storm, Mordenkainen's faithful hound, Otiluke's resilient sphere, wall of fire
5th level (2 slots): cone of cold, greater restoration, wall of force, wall of stone
Unwavering Intellect. Arslandrian is immune to all effects that reduces a creature's intelligence score, and is immune to the intellect devourer's devour intellect action.
Multiattack. Arslandrian can take 4 Radiant Rapier attacks or 6 Fiery Pepperbox Pistol attacks. Alternatively, Arslandrian can make 2 Radiant Rapier attacks followed by a Fiery Pepperbox Pistol attack.
+3 Radiant Rapier. Melee Weapon attack: +16 to hit, reach 5 ft., one target. Hit: 18 (2d8+9) piercing damage plus 34 (4d10+12) radiant damage and 8 (1d6+5) radiant damage.
+4 Fiery Pepperbox Pistols. Ranged Weapon attack: +17 to hit, range 160/640 feet, one target, reload 12 (total for both pistol). Hit: 21 (2d10+10) piercing damage plus (6d12+13) fire damage and 8 (1d6+5) radiant damage. This firearm cannot misfire. Arslandrian can reload these dual revolvers with a bonus action.
Reaction Name. Enter the description for your action.
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Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
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Lair and Lair Actions
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Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
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Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
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If the [monster name] dies, these effects fade over the course of #d# days.
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