Medium Humanoid, Neutral Good
Armor Class 17 Splint
Hit Points 90 (12d8 + 3)
Speed 30 ft.
STR
12 (+1)
DEX
10 (+0)
CON
16 (+3)
INT
16 (+3)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws CON +6, INT +6
Skills Athletics +4, Investigation +6
Senses Passive Perception 11
Languages Common
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Spellcasting. The Armorer is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The Armorer has following Artificer spells prepared:

Cantrips (at will): Fire Bolt, Light, Mending

1st level (4 slots): Magic Missile, Thunderwave, Cure Wounds

2nd level (3 slots): Mirror Image, Shatter, Pyrotechnics

3rd level (2 slots): Lightning Bolt, Glyph of Warding

Distracting Pulse. A creature hit by the Thunder Gauntlets have disadvantage on attack rolls against creatures other than you.

 

 

Actions

Multiattack. The Armorer takes two attacks, whenever he takes the attack action.

Thunder Gauntles. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 7 (1d8 + 3) thunder damage.

 

Bonus Actions

Distracting Field. The Armorer gains 10 temporary hit points. He can use this bonus action 3 times and he regains all expended uses when he finishes a long rest.

The0neand0nly

Comments

Posts Quoted:
Reply
Clear All Quotes