Medium Humanoid, Any Alignment
Armor Class 12 (unarmored)
Hit Points 40 (9d8)
Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
11 (+0)
INT
18 (+4)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws CON +3, INT +7
Skills Arcana +6, History +6
Senses Passive Perception 11
Languages Any four languages
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Spellcasting. The artificer is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +18 to hit with spell attacks). The mage has the following wizard spells prepared:

1st level (4 slots): cure wounds, disguise self, sanctuary, shield of faith

2nd level (3 slots): blur, enlarge/reducelevitate

Actions

Alchemical Formula. The artificer reaches into its Alchemist's Satchel to produce and immediately use one of the following Alchemical Formulae. The Formula item is lost if not immediately used on the turn it is produced, unless otherwise specified. If an Alchemical Formula option requires a saving throw, the DC is 16.

1. Alchemical Fire. A vial of volatile liquid hurled at a creature, object, or surface within 30 feet of you. On impact, the vial detonates in a 5-foot radius. Any creature in that area must succeed on a Dexterity saving throw or take 4d6 fire damage.

2. Alchemical Acid. A vial of acid hurled a creature or object within 30 feet of the artificer. The vial shatters on impact. A creature must succeed on a Dexterity saving
throw or take 5d6 acid damage. An object automatically takes that damage, and the
damage is maximized.

3. Healing Draught. A vial of healing liquid which the artificer drinks or hands to a creature within 5 ft. Another creature can drink the liquid as an action if the artificer hands it off. Drinking the liquid heals a creature for 5d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, the artificer can’t use this formula.

4. Tanglefoot Bag. A bag filled with writhing, sticky black tar which is hurled  at
a point on the ground within 30 feet of the artificer. The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, the artificer can’t do so again for 1 minute.

5. Thunderstone. A crystalline shard which is hurled at a creature, object,
or surface within 30 feet of the artificer. The shard shatters on impact with
a blast of concussive energy. Each creature within 10 feet of the point of impact must
succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

 

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 from their Alchemist's Satchels. 

Monster Tags: NPC

Habitat: Urban

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