Homunculus servant. Abbercaster has a small mechanical imp that flys and fights alongside him. The homunuculus has stats according to the artificer class. It has 57 hit points If Abbercaster is not in his armour the homunculus must roll a d4 at the start of its turn and act accordingly. If he is in his armour the homunculus performs as intented.
1- The homunculus flies is a random direction screaming and flailing its arms
2- The homunculus floats calmly and begins to meditate
3- The homunculus attacks the nearest target
4- the homunculus acts as intended
Spellcasting. Abbercaster Phincot is a 15th-level spellcaster. His spellcasting ability is [Intelligence] (spell save DC 17, +9 to hit with spell attacks). Abbercaster Phincot has the following [Artificer] spells prepared:
Cantrips (at will): [Mage hand], [Acid Splash], [Thunderclap], [Sword burst
1st level (4 slots): [Cure Wounds], [Expedatious Retreat], [Sanctuary], [Alarm], [Magic Missile], [Thunder wave]
2nd level (3 slots): [Invisibility], [Spider Climb], [Enlarge Reduce], [Mirror Image], [Shatter]
3rd level (3 slots): [Blink], [Revivify], [Dispel Magic], [Hypnotic Pattern], [lightning bolt]
4th level (2 slots): [Mordenkainens Faithful Hound], [Summon Construct], [Fire Shield], [Greater Invisibility}
Multiattack. Abbercaster can make two attacks on his action with the rapier
Rapier. Melee Weapon Attack: +12 to hit, reach 5ft ft., 1 target. Hit: 11 (1d8 + 7) [Slashing] damage.
Magic weapon (stored spell 4 times per long rest). Abbercaster can use his rapier to cast magic weapon at second level.
Thunder Gauntlets (While in Armour). Ranged weapon Attack: +9 to hit, reach20/60ft ft., 1 target. Hit: 4 (1d8) [Thunder] damage. Any creature hit by the gauntlets has disadvantage on attack rolls against targets other than Abbercaster until the start of his next turn. When fired the gauntlet immediatley returns to Abbercaster.
Phincot's Boots of Winding Path. Abbercaster can use his magic boots to teleport to any unoccupied space he can see within 15ft. If Abbercaster is not currently wearing his armour he mustr roll a d4 and apply the results when using the boots. If he is wearing his armour the boots function as intended.
1- the boots teleport Abbercaster within 5ft of a random hostile creature
2- the boots release a tiny poof of smoke and does nothing
3- the boots teleport Abbercaster to a random location within 30ft
4- The boots work as intented.
Phincot's Radiant Rapier (4 times per long rest). When Abbercaster is hit by an attack he cause his rapier to releant brilliant light, the attacker must make a DC 17 Constitution saving throw or become blinded until the end of their next turn. The attacker must be within 30ft for this affect to work. If Abbercaster is not currently wearing his armour he must roll a d4 and apply the results when using the rapier. If he is wearing his armour the rapier functions as intended.
1- The rapier blinds Abbercaster instead
2- The rapier releases a tiny poof of smoke and does nothing
3- The rapier blinds both Abbercaster and the target
4- The rapier works as intended
Defensive field (In Armour 5, times per long rest) - Abbercaster can gain 15 temporary hit points, this affect does not stack
Flash of genius (4 times per long rest). When Abbercaster or another creature he can see within 30 feet makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.
Phincot's Repulsion shield (4 times per long rest). When Abbercaster is hit by and attack he can use his sheild to release a blast of force pushing the attacker 15ft away. If Abbercaster is not currently wearing his armour he mustr roll a d4 and apply the results when using the shield. If he is wearing his armour the Sheild function as intended.
1- The shield blasts Abbercaster 15ft in a random direction
2- The sheild releases a tiny poof of smoke and does nothing
3- The shield blasts both Abbercaster and the attacker 15ft in a random direction
4- The shield works as intended
Gravity shift (5 times, per long rest). Abbercaster can pull a huge or smaller target within 30ft within 5ft himself, he can then make a melee attack against the target
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Description
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Lair and Lair Actions
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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:
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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:
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If the [monster name] dies, these effects fade over the course of #d# days.
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