Mimic. Xyphr can mimic her masters spells
Spellcasting. Xyphr is a 10-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Xyphr has following Artificer spells prepared:
Cantrips (at will): Lightning Lure, Fire Bolt
1st level (4 slots): Shield, Thunderwave, Identify, Tasha's Caustic Brew 2nd level (3slots): Enlarge/Reduce, Rope Trick, Scorching Ray, Shatter, Spider Climb 3rd level (2 slots): Dispel, Fireball, Flame Arrow, Haste, Wind Wall
Multiattack. Xyphr takes two attack with each Longsword that comes from her arms, or can take two shots with the Laser Rifle that comes from her shoulder.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 6 (1d8+ 5) slashing damage.
Laser Rifle. Ranged Weapon Attack: +7 to hit, range 100/300 ft., 1 target. Hit: 14 (3d8 + 4) radiant damage.
False Appearance. While Xyphr is motionless, she is indistinguishable from a normal statue.
Attack of Opportunity. When a monster moves out of melee range Xyphr gets an attack.
Sentinel. When Xyphr lands an attack after creature tries to move out of melee range it reduces their movement to zero.
Once Xyphr's master reaches level 15 this is accessible.
Protection (Costs 2 Actions). Protection is a 15' Anti-magic cone that protrudes from Xyphr's forehead.
Once Xyphr's master reaches level 18 this is accessible.
Additional Attacks. Xyphr gains two additional actions.
Once Xyphr's master reaches level 15 this is accessible.
Flight. Xyphr gets the opportunity for boosters to be added to the bottom of her feet.
Once Xyphr's master reaches level 18 this is accessible.
Armor of Love (Costs 4 Actions). Xyphr gains the ability to surround her master as a suit of armor. This adds her Armor Class to her master's.
Description
Xyphr was created by Xalin Reese the Gnomish Artificer, because of the loss of his life, the Dwarvish Artificer Xyphr Longbraids. She is an automaton who is also a guardian of his affairs. As her master gains in levels then she gains in abilities as well.
Lair and Lair Actions
Enter a description of your monster's lair here.
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:
- Enter a description for a lair action.
- Enter a description for a lair action.
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:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.







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