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● Strength: 11 (+0)
● Dexterity: 18 (+4)
● Constitution: 17 (+3)
● Intelligence: 20 (+5)
● Wisdom: 12 (+1)
● Charisma: 9 (-1)
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:
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.
● Strength: 10 (+0)
● Dexterity: 17 (+3)
● Constitution: 14 (+2)
● Intelligence: 14 (+2)
● Wisdom: 12 (+1)
● Charisma: 14 (+2)
● Wrench: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
● STR 18 (+4)
● DEX 10 (+0)
● CON 18 (+4)
● INT 14 (+2)
● WIS 11 (+0)
● CHA 5 (-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)
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)
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.
● STR: 16 (+3)
● DEX: 14 (+2)
● CON: 14 (+2)
● INT: 10 (+0)
● WIS: 12 (+1)
● CHA: 10 (+0)