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Xaviard: The Mad Artificer

Synopsis

Xaviard

medium construct/humanoid, neutral evil

Armor Class
19
Hit Points
162 (18d8+18)
Speed
30ft., fly 30ft. (hover)
STRDEXCONINTWISCHA
101613201416
031523
Saving Throws
INT+12, WIS+9
Damage Resisistances
Cold, Lightning, Necrotic, Bludgeoning, Piecing, Slashing
Damage Immunities
Force, Poison, Radiant, Necrotic
Condition Immunities
Charmed, Frightened, Paralyzed, Poisoned
Senses
Blindsight 120ft; Passive Perception 19
Languages
Common, Elvish, Dwarvish, Draconic, Gnomish

Traits

Legendary Resistance (3/Day).
If Xaviard fails a saving throw, he can choose to succeed instead.

Actions

Legendary Actions

Lair Actions

Spellcasting

Xaviard is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Xaviard has the following wizard spells prepared:

Cantrips

1^st

2^nd

3^rd

-

4^th

-

5^th

-

6^th

-

7^th

-

8^th

-

9^th

-

Footnotes: Xaviard

[fn:1] (at-will, Can only effect creatures with the construct tag, ignores regular spell restrictions)

Clockwork Spider

Large construct, neutral evil
Armor Class
16 (Metal plating)
Hit Points
30 (4d10+5)
30ft, climb 30ft
STRDEXCONINTWISCHA
1515171124
223-51-3
Skills
Acrobatics +7
Senses
Tremorsense 20ft., Darkvision 60ft., Passive Perception 11
Languages
Can understand all languages of its creator, but cannot speak.
Challenge
1 (200XP)
Proficiency Bonus
+2

Traits

Spider Climb.
The clockwork spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Walker.
The clockwork spider ignores movement restrictions caused by webbing.

Actions

Bite
Melee Weapon Attack: +5 to hit, reach 5ft., one creature. Hit: 6 (2d4+2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 8 (4d4) damage force damage on a failed save, and half as much on a successful one.
Paralyzing Bolt (Recharge 5-6)
Ranged Weapon Attack: +5 to hit, range 30/60ft, one creature. Hit: The target is paralyzed. As an action, the paralyzed target can make a DC 12 wisdom check, freeing themselves from the effects of the spell.

Clockwork Reanimation