- Gnome Cunning. The gnomish engineer has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
- Spellcasting. The gnomish engineer is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared.
- Cantrips (at will): fire bolt, mending, prestidigitation
- 1st level (3 slots): burning hands, detect magic, identify, magic missile
- Tinker. The gnomish engineers add twice their proficiency bonus to any ability check made with tinker’s tools.
Skills Arcana +6, Nature +4, Survival +3
Light Hammer. Melee or Ranged Weapon Attack: +1 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1 (1d4 – 1) bludgeoning damage.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), 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:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.