Special Equipment. Crane wields a +1 dagger coated with Crane´s Toxin
Fey Ancestry. Crane has advantage on saving throws against being Charmed, and magic can’t put him to sleep.
Spellcasting. Crane is an 7th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). She has the following artificer spells prepared:
Cantrips (at will): poison spray, message,
1st level (4 slots): alarm, healing word, jump, ray of sickness
2nd level (3 slots): invisibility, acid arrow, web
Crane´s Returning Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must succeed on a DC 15 Wisdom saving throw. On a failed save, the target is affected as if by the Cause fear spell, becoming frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Returns to the wielder's hand immediately after it is used to make a ranged attack.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Crane takes a lair action to cause one of the following effects:
- Crane casts phantasmal force (no components required) on a creature it can see within 60 feet of it. While maintaining concentration on this effect, Crane can’t take other lair actions. If a target succeeds on the saving throw or if the effect ends for it, the target is immune to the Cranes’s phantasmal force lair action for the next 24 hours, although such a creature can choose to be affected.
- Crane creates a thick cloud of black smoke that fills a 20-foot-radius sphere centered on a point she can see within 90 feet her. The cloud lasts until initiative count 20 on the next round. Creatures and objects in or behind the smoke are heavily obscured
Previous Versions
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3/8/2022 12:41:59 AM
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Coming Soon
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