Armor Class 15 (18 with Mage Armor)
Hit Points 115 (28d6 + 18)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
20 (+5)
WIS
20 (+5)
CHA
20 (+5)
Saving Throws INT +11, WIS +11
Skills Deception +15, Insight +15, Intimidation +15, Investigation +10, Perception +15, Persuasion +15
Damage Resistances Damage from Spells
Condition Immunities Charmed
Senses Passive Perception 28
Languages Any six languages
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Magic Resistance. The Elminster has advantage on saving throws against spells and other magical effects.

Battle Ready. His combat training and mastery of battlefield techniques allows him to use his intelligence modifier instead of strength or dexterity when attacking with a magical item.

Spellcasting. The Elminster is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 21, +12 to hit with spell attacks). Elminster can cast Charm Person and [Tooltip Not Found] at will and has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp

1st level (4 slots): detect magic, identify, mage armor*, magic missile

2nd level (3 slots): detect thoughts, mirror image, misty step, Crown of Madness

3rd level (3 slots): counterspell, fly, lightning bolt, Confusion, Enemies Abound

4th level (3 slots): banishment, fire shield, stoneskin, Synaptic Static, Telekinesis, Scatter

5th level (3 slots): cone of cold, scrying, wall of force, Dominate Person

6th level (3 slot): globe of invulnerability, Disintegrate, Move Earth, Otto's Irresistible Dance

7th level (3 slot): teleport, Crown of Stars, Forcecage

8th level (2 slot): Antipathy/Sympathy, Control Weather, Feeblemind, Power Word Stun

9th level (1 slot): time stop, Psychic Scream

*Elminster casts these spells on himself before combat.

Actions

Rockhammer Revolver. Ranged Weapon Attack. +15 to hit. Range: 240/600. Hit. 9(2d6+5) plus 14 (3d8) force damage. Elminster can expend 1 charge as a bonus action to do one of the effects of the revolver. All creatures hit by this revolver roll with disadvantage on concentration checks to maintain spells.

Eldritch Cannon. As an action, Elminster can magically create a small or tiny eldritch cannon in an unoccupied space within 5 feet of him. The cannon has an AC of 18 and HP of 50. It is immune to poison and psychic damage. He can have two up at a time. On each of his turns, he can take a bonus action to cause the cannon to activate if he is within 60 feet of it. As part of the same bonus action, he can command it to move 15 feet provided it has legs.

  • Flame Thrower: The cannon exhales fire in an adjacent 15 foot cone that he designates. Each creature in that area must make a DC 21 Dexterity saving throw or take 4d8 fire damage on a failed save or half on a success. The fire ignites any flammable objects that aren't being worn or carried.
  • Force Ballista. Ranged spell attack. +12 to hit. Reach 120 feet. Hit. 4d8 force damage, if the target is a creature it is pushed 5 feet away from the cannon.
  • Protector. The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it temporary hit points equal to 2d8+5. And each of those creatures gain half cover while in the area.
Bonus Actions

Rockhammer Revolver. The revolver has a total of 10 charges. Elminster can expend 1 charge as a bonus action upon the successful hit of a creature to perform one of the following effects.

  • Drain Magic. The bullet explodes in a rupture of electricity upon impact, shocking the target enough to disrupt the weave of the creature it hit. The target expend one spell slot of the highest spell level it can cast without casting a spell. If the target has already expended all of its spells, nothing happens.
  • Shackles. The bullet explodes in mid air and turns into magnetic shackles. The target does not take damage, and is instead restrained DC 19 to escape, the shackles are magnetically attracted to the nearest source of metal. 
  • Dispel Magic. The bullet explodes in a rupture of light upon impact, overloading the weave surrounding the target. It dispels magic as per the spell Dispel Magic to a creature, object or magical effect  that the creature is in possession of.
Reactions

Flash of Genius: When him or another creature he can see within 30 feet of him makes an ability check or a saving throw, he can use his reaction to +5.

Description

Description of revolver. It is a Hilda Rockhammer design that he has claimed for his own, like almost everything in his company.

Monster Tags: NPC

Kram6275

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