Medium Humanoid (Dwarf), Lawful Good
Armor Class 11
Hit Points 13 (2d8 + 4)
Speed 25 ft.
STR
11 (+0)
DEX
13 (+1)
CON
12 (+1)
INT
14 (+2)
WIS
15 (+2)
CHA
12 (+1)
Skills Arcana +4
Damage Resistances Poison
Senses Passive Perception 12
Languages Common, Dwarvish
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Artisan's Expertise. Captain Indra has proficiency with cartographer's tools and navigator's tools. Her proficiency bonus is doubled for any ability check she makes that uses either of those proficiencies. In addition, whenever Captain Indra makes an Intelligence (History) check related to the origin of any archetectural contruction (including buildings, public works such as canals and aqueducts, and the massive cogwork that underlies much of the construction of Ghirapur), she is considered proficient in the History skill and adds double her proficiency bonus to the check, instead of her normal proficiency bonus.

Dwarven Resilience. Captain Indra has advantage on saving throws against poison, and resistance against poison damage.

Quicksmithing. If Captain Indra comes across a schematic geared toward quicksmithing or studies with another quicksmith, she might be able to add another spell to the effects she has mastered. The spell's level can be no higher than 2nd-level and it must have the ritual tag. The process of mastering the spell takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents aether Captain Indra uses as she experiments with the spell effect to master it.

In addition, Captain Indra has profiency with tinker's tools. Using those tools, Captain Indra can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours unless Captain Indra spends 1 hour repairing it to keep it functioning. Captain Indra can use her action to dismantle the device, at which point she can reclaim the materials used to create it. She can have three such devices active at a time. When she creates a device, choose one of the following options:

  • Clockwork Toy. This toy is a clockwork animal, monster, or person, such as frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of Captain Indra's turns in a random direction. It makes noise as appropriate to the creature it represents.
  • Fire Starter. This device produces a miniature flame, which Captain Indra can use to light a candle, torch, or campfire. Using the device requires her action.
  • Music Box. When opened, this music box plays a single song at moderate volume. The box stops playing when it reaches the song's end or when it is closed.

Servo Crafting. Captain Indra is skilled in the creation of servos - tiny constructs that function as personal assistants. She can cast the find familiar spell as a ritual, creating a servo to serve as her familiar instead of an animal. A servo has a movement speed of 20 ft., immunity to the charmed and poisoned conditions, immunity to poison damage, and the following statistics:

  • AC 11 (natural armor)
  • Hit Points 10 (3d4 + 3)
  • STR 4 (-3), DEX 11 (+0), CON 12 (+1)
  • INT 3 (-4), WIS 10 (+0), CHA 7 (-2)
  • Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

In every other way, a servo familiar functions as described in the find familiar spell. Captain Indra can communicate telepathically with her servo familiar and perceive through its senses as long as she is on the same plane of existence. She can speak through her servo in her own voice.

Spellcasting. Captain Indra'’s spellcasting ability is Intelligence (spell save DC 12). To cast one of her rituals, Captain Indra must provide additional material components in the form of aether whose value in gold pieces is 20 times the spell’s level. These components are consumed when the ritual is finished. Captain Indra knows the following spells:

At will: guidance, mage hand, mending, prestidigitation

Rituals: ceremony, detect magic, knock

Actions

Servo Familiar. When Captain Indra takes the Attack action, she can forgo one of her own attacks to allow her servo familiar to make one attack of its own.

Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Description

 

       
       
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