Medium Humanoid (Any Race), Any Alignment
Armor Class 17 (half plate, infusions)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR
10 (+0)
DEX
13 (+1)
CON
14 (+2)
INT
18 (+4)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws CON +5, INT +7
Skills Arcana +7, History +7, Investigation +7, Perception +4
Senses Passive Perception 14
Languages Common and one other
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Battle Ready. The battle smith's weapon attacks are magical, and it adds its Intelligence modifier to attack and damage rolls with them instead of Strength or Dexterity.

Infusions. The battle smith has three items infused with magical properties: its half plate which provides a +1 bonus to its armor class (included), its heavy crossbow which has a +1 bonus to its attack and damage rolls and lacks the loading property (included), and its power fist which has a +1 bonus to attack and damage rolls and grants it the Radiant Flare reaction (included). If the battle smith dies, these magical properties end 4 days later.

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

Cantrips (at will): mending, light

1st level (4 slots): cure wounds, faerie fire, false life, heroism, false life, sanctuary, shield

2nd level (3 slots): aid, blur, branding smite, heat metal, warding bond

 

Actions

Multiattack. The battle smith makes two weapon attacks.

Power Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.

Heavy Crossbow. Ranged Weapon Attack: +8 to hit, range 100/400 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

Reactions

Radiant Flare (2/Day). If the battle smith is wielding its greatsword, after being hit by an attack it can force the attacker to make a DC 15 Constitution saving throw. If it fails, the attacker is blinded until the end of the attacker's next turn.

Monster Tags: NPC

Habitat: Urban

AttilaMolnar