Small Humanoid (Goblinoid), Neutral
Armor Class 18 (+2 studded leather armor, ring of protection)
Hit Points 97 (15d6 + 45)
Speed 30 ft.
STR
8 (-1)
DEX
17 (+3)
CON
16 (+3)
INT
20 (+5)
WIS
8 (-1)
CHA
8 (-1)
Saving Throws CON +6, INT +8
Skills Insight +2, Investigation +8, Medicine +2, Persuasion +2
Senses Darkvision 60 ft., Passive Perception 9
Languages Common, Draconic, Goblin
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Fey Ancestry. Scarlar has advantage on saving throws he makes to avoid or end the charmed condition on himself.

Fury of the Small (3 times per day). When Scarlar damages a creature whose size is larger than him with an attack or a spell, he can deal an extra +3 damage.

Magical Tinkering.  Scarlar can imbue a Tiny nonmagical object with a magical property of his 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. He can affect a maximum of 5 objects at a time.
Spellcasting. Scarlar is a level 14 spellcaster (DC 16, +8 to hit), and has the following Artificer spells prepared:
Infuse Item. Whenever Scarlar finishes a long rest, he can touch up to 5 nonmagical objects, imbuing each of them with one of his artificer infusions (listed below), turning it into a magic item. He can attune himself to the item the instant he infuses it, or he can forgo attunement so that someone else can attune to the item. His infusion remains in an item indefinitely, but when he dies, the infusion vanishes after 5 days. The infusion also vanishes if he exceeds his maximum number of infusions.
The Right Tool for the Job. With thieves’ tools or artisan’s tools in hand, Scarlar can magically create one set of artisan’s tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.
Experimental Elixir. Whenever Scarlar finishes a long rest, he can magically produce two experimental elixirs in an empty flask he touches. Each elixir requires its own flask. When a creature drinks an experimental elixir, they gain 2d6+5 temporary hitpoints, and an effect rolled from the table below. As a bonus action, a creature can drink the elixir or as an action they can administer it to an incapacitated creature. Scarlar can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When he does so, he uses his action to create the elixir in an empty flask he touch, and he chooses the elixir’s effect from the Experimental Elixir table. Creating an experimental elixir requires Scarlar to have alchemist’s supplies on his person, and any elixir he creates with this feature lasts until it is drunk or until the end of his next long rest.

Experimental Elixir

d6 Effect

1

Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier.

2

Swiftness. The drinker’s walking speed increases by 10 feet for 1 hour.

3

Resilience. The drinker gains a +1 bonus to AC for 10 minutes.

4

Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.

5

Flight. The drinker gains a flying speed of 10 feet for 10 minutes.

6

Transformation. The drinker’s body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.

Alchemical Savant. Whenever Scarlar casts a spell using his alchemist’s supplies as the spellcasting focus, he gains a +5 bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage.
Magic Item Savant. Scarlar can attune to up to five magic items at once. If he crafts a magic item with a rarity of common or uncommon, it takes him a quarter of the normal time, and it costs him half as much of the usual gold. He ignores all class, race, spell, and level requirements on attuning to or using a magic item.
Spell-Storing Item. Whenever Scarlar finishes a long rest, he can store a 1st- or 2nd-level Artificer spell, that requires 1 action to cast, in a simple or martial weapon, or spellcasting focus. While holding the object, a creature can take an action to produce the spell’s effect from it, using Scarlar's spellcasting ability modifier of +5. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it’s been used 10 times, or until you use this feature again to store a spell in an object.
Gunner Feat. Scarlar Ignores the loading property of firearms. Being within 5 ft. of a hostile creature doesn't impose disadvantage on his ranged attack rolls.
Actions

Multiattack. Scarlar Makes two dagger attacks.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Pistol. Ranged Weapon Attack: +8 to hit, range 30/90 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

Restorative Reagents (5/Long Rest).  Scarlar casts lesser restoration without expending a spell slot and without preparing the spell, provided he uses alchemist’s supplies as the spellcasting focus.

Bonus Actions

Nimble Escape. Scarlar takes the Disengage or Hide action.

Reactions

Flash of Genius (5/Long Rest). When Scarlar or another creature he can see within 30 feet of him makes an ability check or a saving throw, he adds +5 to the roll.

Description

Scarlar has 1d12 of each Common to Rare magic item from the Dungeon Master's Guide, Tasha's Cauldron of Everything, and Xanthar's Guide to Everything. They are all stored in chests with arcane lock cast on them. 

Monster Tags: GoblinoidArtificer

Habitat: ForestGrasslandHillUnderdark

Chicken_Licken

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