Medium Humanoid, Chaotic Neutral
Armor Class 21 (Breastplate, +2 Shield)
Hit Points 105 (14d8 + 42)
Speed 30 ft.
STR
4 (-3)
DEX
16 (+3)
CON
17 (+3)
INT
18 (+4)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws CON +7, INT +8
Skills Arcana +8, Investigation +8
Senses Passive Perception 11
Languages --
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Helm of Awareness. The artificer has advantage on initiative rolls and cannot be surprised, unless they are incapacitated.

Spellcasting. The artificer is a 14th-level spellcaster. Its spellcasting ability is intelligence (spell save DC 16, +8 to hit with spell attacks). The artificer has following artificer spells:
At will: guidance, mage hand, mending, shocking grasp 

3/day each: absorb elements, cure wounds (second level) 

1/day each: dispel magic, faerie fire, haste, Otiluke's resilient sphere, web

Tool Expertise. The artificer is proficient with Thieves' Tools, Tinker's Tools, and expertise with an Alchemy Kit. 

Winged Boots. The artificer has a 30 foot flight speed, which they can use to fly for a total of four hours each day.

Actions

Multiattack. The artificer makes two attacks with their Repeating Acid Slinger.

Repeating Acid Slinger. Ranged Weapon Attack: +8 to hit, 20/60 ft., one creature. Hit: 11 (2d6 + 4) acid damage.

Bomb (Recharge 6). The artificer launches a small bomb to a point within 120 feet of them. Each creature within a 20 foot radius of that point must make a DC 16 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much on a successful one. 

Reactions

Flash of Genius (4/day). When the artificer or an ally within 30 feet makes an ability check or saving throw, the artificer can add +4 to the roll. 

Mind Sharpener Armor (3/day). When the artificer fails a Constitution saving throw to maintain concentration on a spell, they can use their reaction to succeed instead.

bmuck37

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