Chaos Resistance. The maintelid is resistant to all damage.
Cunning Action. The maintelid can take the dash, disengage, or hide action as a bonus action.
Innate Spellcasting. The maintelid’s innate spellcasting ability is Intelligence (spell save DC 15). The maintelid can innately cast the following spells, requiring no material components:
At will: fabricate, mage hand, mending, vicious mockery
3/day each: chaos bolt, dimension door
1/day each: crown of madness, lightning bolt
Instincts. The maintelid has advantage on saving throws against being charmed or frightened.
Multiattack. The maintelid makes four attacks: one with its bite and three with its wrench.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (1d10 + 2) piercing damage plus (1d10) lightning damage.
Wrench. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (1d10 + 2) bludgeoning damage.
Description
Maintelids are the upkeepers of the city. They make sure every crack is sealed, every bit of magic is working properly so that things stay the way they’re supposed to. They look like blue kobolds with oversized heads and needle-like teeth that are a little too big to fit inside their mouths. They aren’t friendly to anyone except one another, but they’re dedicated to their purpose.
Just like any of Martu’s demons, if they die outside the city, they respawn inside the city. They can only be truly killed within the city’s walls.
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