Artificer Infusions. The artificer has several infusions active and can change them out once he gets a long rest.
- Homunculus Servant. The artificer learned intricate methods for magically creating a special homunculus that serves it. The item it infuses serves as the creature's heart, around which the creature's body instantly forms.
- Enhanced Defense. The artificer gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.
- Spell-refueling Ring. While wearing this ring, the creature can recover one expended spell slot as an action. The spell slot can be of 3rd level or lower. Once used, the ring can't be used again until the next dawn.
Spellcasting. The artificer is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It has the following artificer spells prepared:
Cantrips (at will): Fire bolt, Prestidigitation, Mage Hand, Mending
1st level (4 slots): Shield, Absorb Elements, [Tooltip Not Found]
2nd level (3 slots): Heat Metal, Scorching Ray, Invisibility
3rd level (3 slots): Fireball, Blink, Fly
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d6+6 piercing damage.
Firebolt (Cantrip). Ranged spell attack. 6 to hit, reach 5 ft., one target. Hit: 3d10 fire damage
Elixir (3/day). The artificer consumes an elixir, gaining 2d6+4 hit points.
Command Homunculus Servant. Using a bonus action, the artificer can order its homunculus servant.
Flash of Genius. When the artificer or another creature it can see within 30 feet of you makes an ability check or a saving throw, it can use its reaction to add +4 to the roll.
The artificer can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The artificer regains spent legendary actions at the start of his turn.
Attack. The artificer makes one weapon attack.
Cantrip. The artificer casts one of its cantrips.
Strategic Thinking (costs 3 actions). The artificer gains an advantage on any saving throws until the start of its next turn.
Description
Artificers are master craftsmen who imbue their creations with magic. They can cast a range of protective and enchantment spells, as well as produce and deploy deadly devices.
Lair and Lair Actions
A 120ft.
Lair Actions
On initiative count # 20, the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- A wave of shimmering magic emits from the Eldritch Cannon, giving 3d8+5 temporary hit points to any creature that is allied to the artificer within a 30ft. radius.
- The eldritch cannon shoots out a beam of force at a creature of the artificer's choosing. 9 to hit, 120ft. range, 6d8 force damage.
- A 15ft. cone of fire erupts from the Eldritch Cannon, each creature will take 6d6 fire damage or half that on a DC 16 Dex save.
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