Medium Or Small Humanoid (Any Race), Neutral Evil
Armor Class 18 (living studded leather armor)
Hit Points 176 (16d8 + 48)
Speed 35 ft.
STR
8 (-1)
DEX
20 (+5)
CON
16 (+3)
INT
20 (+5)
WIS
17 (+3)
CHA
8 (-1)
Saving Throws CON +7, INT +9
Skills Acrobatics +9, Arcana +9, Medicine +13, Nature +13
Damage Resistances Necrotic, Poison, Psychic
Senses Passive Perception 13
Languages Any four languages
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Nimbleness. The vivisectionist has advantage on any Strength (Athletics) or Dexterity (Acrobatics) check it makes to escape from being grappled.

Smart Attack. Once per turn when the vivisectionist damages a creature with a weapon attack, it takes an additional 3d6 damage.

Periapt of Wound Closure. The vivisectionist stabilizes whenever it is dying at the start of its turn. In addition, whenever it rolls a Hit Die to regain hit points, double the number of hit points it restores.

Swift Incisions. Once per turn when the vivisectionist hits a creature with a melee weapon that deals piercing or slashing damage, it can cause one of the following effects:

  • The target cannot take reactions until the start of the vivisectionist's next turn.
  • The target must make a Dexterity saving throw against the vivisectionist's spell save DC. On a failure its speed is halved until the end of it's next turn.
  •  The target takes 1d8 + 5 necrotic damage at the end of its next turn as it bleeds profusely.

Spellcasting. The vivisectionist is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +11 to hit with spell attacks). The vivisectionist has the following artificer spells prepared:

Cantrips (at will): green-flame blade, mage hand, resistance

1st level (4 slots): wrathful smite, inflict wounds, catapultfalse lifegreasesnare

2nd level (3 slots): alter self, enlarge/reducewebcloud of daggerssummon beast

3rd level (2 slots): dispel magicintellect fortressrevivifyblinding smitefeign death

 

Actions

Multiattack. The vivisectionist makes two melee attacks.

Returning Machete. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 11 (1d8 + 6) piercing damage.

Bonus Actions

Boots of the Winding Path. As a bonus action, the vivisectionist can teleport up to 15 feet, to an unoccupied space you can see. It must have occupied that space at some point during the current turn.

Magical Tinkering. The vivisectionist can imbue a Tiny nonmagical object with a magical property of its choice: 5ft. radius light, up to 6 second long recorded message, emits odor or nonverbal sound, static visual effect including up to 25 words of text. It can affect a maximum of 5 objects at a time.

Reactions

Flash of Genius. When the vivisectionist or another creature it can see within 30 feet of it makes an ability check or a saving throw, it can use a reaction to add a +5 bonus to the roll.

Description

Not all who study the art of healing do so with good intentions, some like vivisectionists do so with the intent of learning how best to carve up the flesh of their enemies.

Vivisectionists have taken up a lifestyle of playing with living materials in their experiments, going as far as creating their own living armor to protect them. This armor is red in color and is constructed from the blood plasma of the vivisectionist's victims, imbued with dark necromantic magic.

A vivisectionist has all of the anatomical knowledge necessary to make death quick and painless for its victims, often choosing instead to prolong their deaths, keeping them barely alive to experiment on and extract useful organs and body parts.

Monster Tags: NPCArtificer

Habitat: UnderdarkUrban

AllJackedUp20

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