Autopilot. When Big Daddy is paralyzed, charmed or unconscious, the Rupture™ autopilot engages and will mindlessly proceed doing whatever it was doing last turn, without awaiting user input. It will move towards and attack whomever it last targeted until they are dead, at which point it will move towards the first enemy it can find and do the same. It repeats this every turn until Big Daddy regains consciousness.
Heavily Armored. The Rupture™ suit is built of a powerful alloy of iridium and steel, reducing nonmagical melee damage dealt by 3.
Spellcasting. Big Daddy is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). Big Daddy has the following artificer spells prepared:
Cantrips (at will): Booming Blade, Shocking Grasp, Mending
1st level (4 slots): Magic Missile, Catapult, Identify, Snare, Thunderwave
2nd level (2 slots): Arcane Lock, Enlarge/Reduce, Heat Metal, Magic Weapon, Mirror Image, Shatter
Multiattack. Big Daddy makes two Drill Slam attacks.
Drill Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 8 (1d6 + 5) bludgeoning damage.
Thunder Gauntlets. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 9 (1d8 + 5) thunder damage, and the target has disadvantage on all attacks made against targets other than Big Daddy until the start of Big Daddy's next turn.
Harpoon Launch. Ranged Weapon Attack: +8 to hit, range 30/120 ft., 1 target. Hit: 5 (1d4 + 5) piercing damage, and the target is pulled up to 10 feet towards Big Daddy.
Armor of Magical Strength. As a reaction when it would be knocked prone, Big Daddy can expend a charge to not be knocked prone. (6 charges)
Big Daddy can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Big Daddy regains spent legendary actions at the start of its turn.
Cantrip (Costs 2 Actions). Big Daddy casts a cantrip.
Drill Slam (Costs 1 Action). Big Daddy makes a Drill Slam attack.
Description
Felix d'Cannith, calling himself "Big Daddy", is a House Cannith artificer and the last surviving person in the Eastwood Springs. He has built himself a prototype power armor suit he has dubbed the Rupture™, granting him vast underwater and combat prowess alike.
Lair and Lair Actions
Big Daddy has set up camp inside an observatory in the crumbling underwater resort, and is intimately familiar with the workings of the Springs.
Lair Actions
On initiative count 20 (losing initiative ties), Big Daddy takes a lair action to cause one of the following effects; Big Daddy can’t use the same effect two rounds in a row:
- Flood. A pipe opens and a large flood of water enters the room. Everyone inside the room must make a DC 12 Strength save or fall prone as the water gushes over them like a tidal wave.
- Eldritch Cannon. A hole in the ceiling opens up and an Eldritch Cannon emerges. On subsequent lair actions, it will make an attack towards the closest enemy (+6 to hit, 1d12 force damage). It is a construct with 10 HP, an AC of 13, immunity to poison and psychic damage and immunity to all status conditions.
- Pincer. A pincer slides across two railings on the ceiling and tries to grab a target of Big Daddy's choice. They need to succeed on a DC 13 Dexterity check or take 1d6+3 bludgeoning damage and be grappled (escape DC 13). On subsequent lair actions, if the target is still grappled, Big Daddy can move it freely around the observatory.
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