| Mod | Save | ||
|---|---|---|---|
| STR | 12 | +1 | +1 |
| DEX | 14 | +2 | +2 |
| CON | 16 | +3 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 20 | +5 | +9 |
| WIS | 14 | +2 | +2 |
| CHA | 12 | +1 | +1 |
Genius of Unstable Flight.
Clixwell ignores difficult terrain caused by constructs, objects, or magical devices. In addition, Clixwell has advantage on Intelligence (Arcana) and Dexterity (Tinker’s Tools) checks made to create, repair, or modify constructs or devices mid-combat.
Experimental Safeguards.
The first time each round Clixwell would take damage, he reduces that damage by 1d10 + 5 as a reactive device deploys (force shield, air cushion, misfiring gadget).
Everything Wants to Fly.
At the start of Clixwell’s turn, he may choose one unattended object or construct he can see within 30 feet. That object gains a 30-foot flying speed until the start of Clixwell’s next turn.
Multiattack.
Clixwell makes two attacks with his Arcane Wrench or deploys one gadget and makes one Arcane Wrench attack.
Arcane Wrench. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 10 (1d8 + 6) bludgeoning damage plus 7 (2d6) force damage.
Gadget: Volatile Launcher (Recharge 5–6).
Clixwell launches an unstable device at a point he can see within 60 feet. Each creature in a 10-foot radius must make a DC 16 Dexterity saving throw, taking 27 (6d8) force damage on a failure, or half as much on a success. Objects in the area briefly hover before slamming back down.
Gadget: Improvised Construct (1/Day).
Clixwell deploys a Tiny or Small construct (DM choice) that acts immediately after him, using the statistics of a Flying Sword or Animated Armor with a flying speed.
Quick Calibration.
Clixwell activates a device, gaining +2 AC and advantage on his next saving throw before the end of his next turn.
Command Construct.
One construct Clixwell can see within 60 feet may immediately move up to half its speed and make one attack.
“Oh No You Don’t.”
When a creature Clixwell can see attacks him, he imposes disadvantage on the attack roll as a sudden burst of air, sparks, or flying debris interferes.
Clixwell can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn.
Deploy Drone.
A Tiny flying drone appears in an empty space within 15 feet and grants Clixwell advantage on his next attack roll.
Sudden Adjustment.
Clixwell moves up to 15 feet without provoking opportunity attacks.
Emergency Prototype (Costs 2 Actions).
Clixwell activates a device, forcing one creature he can see within 30 feet to make a DC 16 Strength saving throw or be knocked prone and pushed 20 feet in a direction of Clixwell’s choice.
Description
Clixwell is brilliant, erratic, and constantly surrounded by half-functioning inventions. He prefers battlefield manipulation, support, and creative chaos over lethal force. He will retreat if innocents are endangered, but fights fiercely to protect allies or his creations
Lair and Lair Actions
On initiative count 20 (losing initiative ties), Clixwell may activate one of the following effects while in his workshop or flying island lair:
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Reality Wobble: All non-flying creatures treat the ground as difficult terrain until the next round.
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Helpful Disaster: A random object animates and provides half cover to one creature of Clixwell’s choice.
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Incoming Pigeons: Clockwork pigeons harass enemies; one creature must succeed on a DC 15 Wisdom save or have disadvantage on its next attack.
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