Medium Humanoid (Any Race), Any Alignment
AC 15 chain shirt, shield, 20 with shield    Initiative +0 (10)
HP 22 (4d8 + 4)
Speed 35 ft.
Mod Save
STR 12 +1 +1
DEX 10 +0 +0
CON 13 +1 +1
Mod Save
INT 15 +2 +2
WIS 11 +0 +0
CHA 12 +1 +1
Skills Arcana +4, Investigation +4
Senses Passive Perception 10
Languages Any 3 languages
CR 2 (XP 450; PB +2)
Traits

Dampening Field. The artificer has advantage on Dexterity (Stealth) checks.

Actions

Multiattack. The artificer makes two Arc Projector attacks. It can replace one attack with either a Shocking Grasp attack or a use of Spellcasting.

Arc Projector. Ranged Weapon Attack: +2 to hit, range 90/300 ft., one creature. Hit: 7 (2d6) lightning damage.

Shocking Grasp. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d8) lightning damage, and the target can't take reactions until the start of its next turn.

Spellcasting. The artificer casts one of the following spells, using Intelligence as its spellcasting ability (spell save DC 12, +4 to hit with spell attacks).
At will: alarm, identify, mage hand, mending
1/day each: grease, jump, sanctuary

Reactions

Shield (Recharge 4–6). When the artificer is hit by an attack or targeted by the magic missile spell, the artificer creates an invisible barrier of magical force until the start of its next turn. For the duration, the artificer gains a +5 bonus to AC, including against the triggering attack, and it takes no damage from magic missile.

Description

Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. Some artificers specialize in modifying armor so that it functions almost like a second skin. The armor is enhanced to increase the artificer’s speed, and unleash potent attacks.

(From Scott McClintock's Doomed Forgotten Realms: Rise of Vecna.)

MaxConnorWell

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