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Malachai Geargrin Small humanoid (gnome), lawful neutral

Armor Class: 17 (construct mech) Hit Points: 120 Speed: 30 ft.

● Strength: 11 (+0)
● Dexterity: 18 (+4)
● Constitution: 17 (+3)
● Intelligence: 20 (+5)
● Wisdom: 12 (+1)
● Charisma: 9 (-1)

Saving Throws: Intelligence +9, Constitution +8


Skills: Arcana +9, History +9, Investigation +9, Tinkering +10
Senses: Darkvision 60 ft., passive Perception 11
Languages: Common, Gnomish, Dwarvish, Guildscript
Challenge: 9

Legendary Absorbtion: If Malachai fails a saving throw, he can choose to sacrifice a nearby construct within
60 feet to succeed instead.
Spellcasting: Malachai is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 16, +8 to
hit with spell attacks). He has the following spells prepared from the artificer's spell list:

● Cantrips (at will): mending, message, shocking grasp


● 1st level (4 slots): detect magic, catapult, shield
● 2nd level (3 slots): enhance ability, heat metal, blur
● 3rd level (2 slots): counterspell, lightning bolt

Actions:

● Multiattack: Malachai makes two attacks with his wrench or one attack with his wrench and one with
his shock bolt.
● Wrench: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning
damage.
● Shock Bolt: Ranged Weapon Attack: +9 to hit, range 30/90 ft., one target. Hit: 15 (2d8+5) lightning
damage.

Legendary Actions (3/round): Malachai 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. Malachai
regains spent legendary actions at the start of his turn.

● Repair Construct: Malachai targets a construct ally within 60 feet, restoring 3d8 hit points to it.
● Command Construct: Malachai directs a nearby construct ally within 60 feet to use its reaction to
move up to 10ft and make one melee attack.
● Upgrade Construct: Malachai adjusts some gears on the back of a construct, and it gains multi-attack.

Reactions:

● Construct Sacrifice: When Malachai fails a saving throw, he can choose to sacrifice a nearby
construct ally within 60 feet. If he does, he succeeds on the saving throw instead.
Glimmerstone Small humanoid (deep gnome), lawful neutral
Armor Class: 14 (leather armor)
Hit Points: 22 (5d6 + 5) Speed: 25 ft. Abilities:

● Strength: 10 (+0)
● Dexterity: 16 (+3)
● Constitution: 12 (+1)
● Intelligence: 14 (+2)
● Wisdom: 12 (+1)
● Charisma: 8 (-1)

Skills: Arcana +4, Investigation +6, Sleight of Hand +5, Stealth +5, Tinkering +7
Senses: Darkvision 120 ft., passive Perception 11
Languages: Gnomish, Common, Undercommon
Challenge: 2 (450 XP)
Actions:

● Wrench: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Lumina Medium humanoid (tiefling), neutral


Armor Class: 15 (leather armor)
Hit Points: 26 (4d8 + 8) Speed: 30 ft. Abilities:

● Strength: 10 (+0)
● Dexterity: 17 (+3)
● Constitution: 14 (+2)
● Intelligence: 14 (+2)
● Wisdom: 12 (+1)
● Charisma: 14 (+2)

Skills: Investigation +4, Perception +3, Tinkering +8


Senses: Darkvision 60 ft., passive Perception 13
Languages: Common, Infernal
Challenge: 2 (450 XP) Actions:

● Wrench: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Guardian Automaton Medium construct, unaligned


Armor Class: 17 (natural armor)
Hit Points: 40 Speed: 30 ft.

● STR 18 (+4)
● DEX 10 (+0)
● CON 18 (+4)
● INT 14 (+2)
● WIS 11 (+0)
● CHA 5 (-3)

Damage Resistances: Poison Condition Immunities: Charmed, Exhaustion, Frightened, Incapacitated,


Paralyzed, Petrified, Poisoned Senses: Darkvision 60 ft., passive Perception 10 Challenge: 3

● Slam: Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 3d6
bludgeoning damage.
Father Ithamar Medium humanoid (sea elf) lawful good
Armor Class: 12 (unarmored) Hit Points: 45 (6d8 + 18) Speed: 30 ft., swim 40 ft.

● STR: 12 (+1)
● DEX: 14 (+2)
● CON: 14 (+2)
● INT: 10 (+0)
● WIS: 18 (+4)
● CHA: 14 (+2)

Saving Throws: Wis +7, Cha +5


|Skills: Insight +7, Medicine +7, Perception +7
Senses: Darkvision 60 ft., passive Perception 17
Languages: Common, Elvish, Aquan Level: 6
Spellcasting (Cleric): Father Ithamar is a 6th-level spellcaster. His spellcasting ability is Wisdom (spell save
DC 15, +7 to hit with spell attacks). He has the following cleric spells prepared:

● Cantrips (at will): guidance, light, mending, sacred flame


● 1st level (4 slots): bless, cure wounds, healing word, shield of faith
● 2nd level (3 slots): aid, lesser restoration, prayer of healing
● 3rd level (3 slots): beacon of hope, mass healing word, spirit guardians
● 4th level (1 slot): death ward

Unarmed Strike: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 1) bludgeoning damage.
Cal Medium humanoid, any race, any alignment
Armor Class: 14 (natural armor)
Hit Points: 36 (4d12 + 8) Speed: 40 ft.

● STR: 16 (+3)
● DEX: 14 (+2)
● CON: 14 (+2)
● INT: 8 (-1)
● WIS: 12 (+1)
● CHA: 10 (+0)

Skills: Athletics +5, Perception +3


Senses: Passive Perception 13
Languages: Common, Orcish Level: 4
Rage (2/Day): Cal can enter a rage as a bonus action. While raging, he gains the following benefits:

● Advantage on Strength checks and Strength saving throws.


● When making a melee weapon attack using Strength, Cal does 2 additional damage.

Danger Sense: Cal has advantage on Dexterity saving throws against effects that he can see, such as traps
and spells. To gain this benefit, he can't be blinded, deafened, or incapacitated.

Greataxe: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.

Reckless Attack.
When Cal makes an attack he can do so with advantage, if he does, attacks against him have advantage until
his next turn.

Tommy Medium humanoid, any race, any alignment


Armor Class: 16 (chain mail)
Hit Points: 24 (3d10 + 6) Speed: 30 ft.

● STR: 16 (+3)
● DEX: 14 (+2)
● CON: 14 (+2)
● INT: 10 (+0)
● WIS: 12 (+1)
● CHA: 10 (+0)

Skills: Athletics +5, Perception +3


Senses: Passive Perception 13
Languages: Common, Orcish Level: 2
Second Wind (1/Day): On his turn, Tommy can use a bonus action to regain hit points equal to 1d10 + his
fighter level.
Action Surge (1/Short Rest): On his turn, Tommy can take one additional action on top of his regular action
and a possible bonus action.

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