Medium or Small Humanoid (Dwarf, Elf, High-Elf, Human, Wizard), Lawful Neutral
AC 19 Integrated plate, (field)    Initiative +7 (17)
HP 170 (45d8 + 45)
Speed 30 ft.
Mod Save
STR 10 +0 +0
DEX 14 +2 +2
CON 16 +3 +3
Mod Save
INT 22 +6 +11
WIS 16 +3 +8
CHA 10 +0 +0
Skills Arcana +13, History +9, Medicine +6, Perception +6, Sleight of Hand +8
Resistances Ranged Attacks
Immunities Poison, Psychic; Charmed, Exhaustion, Poisoned, Prone
Gear Wand Gatling Gun [Tooltip Not Found]
Senses Darkvision 120ft; Passive Perception 16
Languages Common plus five other languages
CR 16 (XP 15,000; PB +5)
Traits

Artificial Casting. The artificer cannot lose concentration on spell effects from taking damage.

The Arch Artificer Defense. has resistance to ranged weapon attacks that use metal ammunition (such as arrows, bolts, or bullets), to ranged spell attacks and being prone.

Creators Control. The Artificer can cast Heat Metal without concentration 

Legendary Resistance (3/day). Upon failing a saving throw, the artificer can choose to succeed.

Artifcer Weapon. The artificer's weapon attacks count as adamantine, silvered, and magical for the purpose of overcoming resistance. They can also use their intelligence modifier rather then strength of dexterity for determining attack and damage rolls.

Magnetic Suppression (40-foot radius):
Creatures wearing metal heavy armor within 40 feet of the Arch Artificer have their movement speed reduced to 10 ft, unless they succeed on a DC 17 Strength saving throw at the start of each of their turns. A successful save negates the speed reduction until the start of their next turn.

Actions

Multiattack. The Arch Artificer either makes a two Metal arms and Modded Gatling Gun attack or casts a spell.

Metal arms. Melee Attack : Melee Attack Roll: +12, reach 10 ft. Hit: 20 (3d8 + 7) Slashing damage plus 10 (3d6) Fire damage.

Modded Gatling Gun. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 8 (2d6 + 4) piercing damage.

 

Spellcasting. The archmage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 20):

At Will: Detect Magic, Detect Thoughts, Invisibility, Mending, FabricateSilence, Heat Metal


2/Day Each: Fly, Freedom Of Movement, [spell]Banishment[/spells]

 1/Day Each: Mind Blank Summon Construct(cast before combat) Heat Metal(level 2 on up to 4 targets), [Tooltip Not Found]

Bonus Actions

Misty Step (3/Day). The Artificer casts Misty Step

Reactions

Jam weapon (2/day). the Artificer can cast Jam Weapon

deconstruct weapon. (this can only be done if the Artificer has cast a spell) The Artificer alters a melee weapon to be unusable. The attacking weapons gains a -1 penalty, potentially making a hit a miss.

Legendary Actions

The Artificer has 3 Legendary actions per turn. it regains the actions at the start of its turn.

Artificer Retort.  The Artificer makes the Deconstruct weapon reaction.

Regain control. The Artificer casts Heat Metal.

Forced spell. (cost 2 Actions) If a spell would be countered or prevented in any way the Artificer may cast an alternate spell at a lower level if able. 

Command Weapon. (cost 2 Actions) The Artificer targets a weapon or armor that is under the effects of heat medal. The target becomes either Animated Armor or a flying sword (depending if a weapon or armor) the user loses the equipment until the summon is defeated or dispel magic is cast on the weapon.

 

 

 

Monster Tags: GoblinoidconstructelfhumanoiddwarfHumanhalf-elfBorosIzzetSimicArtificersoldierAny

Habitat: Any

Treasure:  Any Arcana Relics

harrythare02

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes