Medium Humanoid (Any Race), Any Alignment
Armor Class 16 (+1 chain shirt)
Hit Points 84 (13d8 + 26)
Speed 30 ft.
STR
12 (+1)
DEX
14 (+2)
CON
14 (+2)
INT
18 (+4)
WIS
10 (+0)
CHA
9 (-1)
Saving Throws CON +5, INT +7
Skills Arcana +7, Perception +3
Senses Passive Perception 13
Languages any four languages (usually Common)
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Spellcasting. The artillerist is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It has the following artillerist spells prepared:

Cantrip (at will): fire bolt, mage hand, mending

1st level (4 slots): catapult, shield, thunderwave

2nd level (3 slots): see invisibility, scorching ray, shatter

3rd level (3 slots): fireball, flame arrows, wind wall

4th level (1 slot): vitriolic sphere

Actions

+1 Light Hammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

+1 Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

Arcane Turret (Recharges after a Short or Long Rest). The artillerist magically summons a Medium turret in an unoccupied space on a horizontal surface within 5 feet of it. The turret is a magical object that occupies its space and that has crablike legs. It has an AC of 18 and 65 hit points. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 10 minutes. The artillerist candismiss it early as an action.

When the artillerist summons the turret, it decides which type it is,choosing from the options listed below:

  1. Flamethrower. The turret exhales fire in an adjacent 15-foot cone that the designate. Each creature in that area must make a DC 15 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.
  2. Force Ballista. Make a ranged spell attack, originating from the turret, at one creature or object within 120 feet of it. On a hit, the target takes 9 (2d8) force damage, and if the target is a creature, it is pushed up to 5 feet away from the turret.
  3. Defender. The turret emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it 8 (1d8 + 4) temporary hit points.

On each of its turns, the artillerist can take a bonus action to cause the turret to activate if it is within 60 feet of it. As part of the same action, the artillerist can direct the turret to walk or climb up to 15 feet to an unoccupied space.

 The artillerist can use an action to command the turret to detonate if is within 60 feet of it. Doing so destroys the turret and forces each creature within 10 feet of it to make a DC 15 Dexterity saving throw, taking 10 (3d6) force damage on a failed save or half as much damage on a successful one.

Description

Artillerists are artificers that specialize in the creation of arcane turrets - magical constructs that can unleash powerful force bolts, generate a cone of searing flames, or provide bursts of healing energy.

Monster Tags: NPCArtificer

SadHorizon

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