Medium Humanoid (Half-Elf), Neutral
Armor Class 21 (plate, shield)
Hit Points 54 (12d8)
Speed 30 ft., (35 ft. with Infiltrator Armor)
STR
10 (+0)
DEX
15 (+2)
CON
8 (-1)
INT
18 (+4)
WIS
13 (+1)
CHA
14 (+2)
Saving Throws CON +2, INT +7
Skills Arcana +8, History +8
Damage Resistances Fire
Senses Darkvision 60 ft., Truesight 30 ft. (With active Overhead Visor), Passive Perception 11
Languages Common, Dwarvish, Elvish, Gnomish, Undercommon
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Fey Ancestry. Benjamin has advantage on saving throws against being charmed, and magic can’t put him to sleep.

Spellcasting. Benjamin is a 6th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). Benjamin has the following artificer spells prepared:

Cantrips (at will): Universal Gel, Contact Discharge

1st level (4 slots): Energy Dispersion Field, Nucleomagnetic Propulsion, Bio Restoration Gel, Weave Distortion Locator, Analyze, Graviton Dampener, Target locked Barrage, Shockwave

2nd level (2 slots): Ferromagnetic Acceleration, Weave Distortion Decoy, Sonic Hyperexpansion

Defensive Field (Guardian Armor, 3/Long Rest). As a bonus action, Benjamin can gain 6 temporary hitpoints, replacing any temporary hitpoints he already has.

Dampening Field (Infiltrator Armor). Benjamin has advantage on Dexterity (Stealth) checks.

Powered Steps (Infiltrator Armor). Benjamin's walking speed increases by 5 feet.

Arcane Armor. Benjamin can use an action to switch his armor into Guardian or Infiltrator mode. Some of his abilities require him to wear an armor in one or the other of the Arcane Armor modes and can not be used otherwise.

Custom Fit. Benjamin's Armor can't be removed unless he chooses to do so. He can wear his armor under Clothes and hide it that way.

Overhead Visor. As a bonus action while wearing his Arcane Armor, Benjamin can summon a helmet that lasts until he doffs the armor, or dismisses the helmet as a bonus action. While the overhead visor is active, Benjamin has truesight out to 30 feet and is under the effect of a necklace of adaptation.

Actions

Multiattack. Benjamin makes two attacks.

Thunder Gauntlets (Guardian Armor). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

Lightning Launcher (Infiltrator Armor). Ranged Weapon Attack: +7 to hit, range 90/300 ft., one target. Hit: 7 (1d6+4) lightning damage. Once per turn, Benjamin can deal an extra 3 (1d6) lightning damage with this attack.

Prototype Laser Pistol. Ranged Weapon Attack: +6 to hit, range 40/120 ft., one target. Hit: 10 (2d6 + 3) radiant damage. On a natural 1, the weapon overheats, dealing 2d6 fire damage to Benjamin. It then has to be repaired during a short rest by Benjamin.

Returning Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft., or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage. If thrown, the dagger returns back to Benjamins hand immediately after the attack.

Reactions

Repulsion Shield. Immediately after Benjamin gets hit with a melee attack, he can use a reaction to push the attacker up to 15 feet away.

Monster Tags: NPChumanoidHumanArtificer

Habitat: UnderdarkUrban

Marcedarc

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