“Life and Death are interchangeable commodities.”
As the son of a skilled necromancer, Einbach was immersed in the secrets of undeath throughout childhood. Though he failed to inherit his mother’s immense magic potency, he countered that insufficiency with an intellectual genius towards mechanical innovation. Upon amassing considerable wealth and resources, Einbach’s macabre discoveries into the infusion of death with complex mechanisms and exotic chemicals lead him to pioneer necromantic constructs.
Medium Humanoid (Human), Neutral
Armor Class 23; Initiative +2 (12)
Hit Points 168 (15d8 + 75 + 15) plus 24 (2d4 + 19) Temporary
Speed 30 feet
|
STR |
DEX |
CON |
INT |
WIS |
CHA |
10 |
14 |
16 |
20 |
10 |
8 |
MOD |
SAV |
MOD |
SAV |
MOD |
SAV |
MOD |
SAV |
MOD |
SAV |
MOD |
SAV |
+0 |
+0 |
+2 |
+2 |
+3 |
+8 |
+5 |
+10 |
+0 |
+0 |
-1 |
-1 |
Skills Arcana +10, History +10, Investigation +10, Medicine +5, Perception +5; Alchemist’s Supplies, Leatherworker’s Tools, Thieves’ Tools, Tinker’s Tools
Gear Alchemist’s Supplies, Bag of Holding, Component Pouch, Goggles of Night, Halfplate +2, Ioun Stone of Reserve (False Life), Leatherworker’s Tools, Returning Spear, Ring of Spell Storing (Aid), Shield +2, Spell-Refueling Ring, Thieves’ Tools, Tinker’s Tools, Traveler’s Clothes
Senses Darkvision 60 feet, Passive Perception 12
Languages Common, Draconic, Dwarvish
Challenge 12 (8,400 XP; Proficiency Bonus +5)
TRAITS
Concentration. Einbach has Advantage on Constitution saving throws to maintain Concentration.
Facilitated Revival. When Einbach casts Revivify or Raise Dead, the cost of any Material components needed for that spell is halved.
Homunculus Servant. Einbach has a homunculus familiar.
“Hey. Listen.”
Einbach’s fascination and experimentation on sprite familiars culiminated into the creation of Special Project #74. The homunculus is an ally to Einbach and his allies. In combat, it shares Einbach’s Initiative count, but it takes its turn immediately after Einbach. It obeys Einbach’s commands (no action required by him). If Einbach doesn’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Tiny Construct, Neutral
Armor Class 13
Hit Points 40 (15d4 + 15)
Speed 20 feet, Fly 30 feet
|
STR |
DEX |
CON |
INT |
WIS |
CHA |
4 |
15 |
12 |
10 |
10 |
7 |
MOD |
SAV |
MOD |
SAV |
MOD |
SAV |
MOD |
SAV |
MOD |
SAV |
MOD |
SAV |
-3 |
-3 |
+2 |
+2 |
+1 |
+1 |
+0 |
+0 |
+0 |
+0 |
-2 |
-2 |
Immunities Poison; Exhaustion, Poisoned
Senses Darkvision 60 ft.; Passive Perception 10
Languages Telepathy 1 mile (works only with Einbach)
Challenge None (XP 0; Proficiency Bonus +5)
TRAITS
Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the homunculus instead takes no damage if it succeeds on the save and only half damage if it fails. It can’t use this trait if it has the Incapacitated condition.
Magic Bond. Add a +4 bonus to any ability check or saving throw the homunculus makes.
ACTIONS
Force Strike. Melee or Ranged Attack Roll: +12 to hit, reach 5 feet or range 30 feet. Hit: 7 (1d6 + 4) Force damage.
REACTIONS
Channel Magic. Trigger: Einbach casts a spell that has a range of touch while the homunculus is within 120 feet of Einbach. Response: The homunculus delivers the spell through its touch.
Jolt to Life (5/Long Rest). When Einbach casts Spare the Dying, he can modify the spell so that it sends a jolt of electricity through the target, reviving it. The target regains 1 Hit Point, and each creature in a 10-foot Emanation originating from the target makes a DC 18 Dexterity saving throw. On a failed save, the creatures take 10 (1d4 + 8) Lightning damage. On a successful save, they take half as much damage.
Magic Item Savant. Einbach can now attune to up to five magic items at once rather than three.
Reanimated Companion (1/Long Rest). Einbach created a Reanimated Companion through the power of necromancy and science.
“Please. Kill. Me.”
Test Subject #315 is the latest development in Einbach’s ceaseless endeavor to engineer the ultimate disposable soldier. In combat, the companion acts during Einbach’s turn. It can move and take its Reaction on its own, but the only action it takes is the Dodge action unless Einbach takes a Bonus Action to command it to take an action. If Einbach has the Incapacitated condition, the companion acts on its own and isn’t limited to the Dodge action.
Large Undead, Neutral
Armor Class 15
Hit Points 79 (15d6 + 15)
Speed 30 feet
|
STR |
DEX |
CON |
INT |
WIS |
CHA |
14 |
10 |
16 |
4 |
10 |
6 |
MOD |
SAV |
MOD |
SAV |
MOD |
SAV |
MOD |
SAV |
MOD |
SAV |
MOD |
SAV |
+2 |
+2 |
+0 |
+0 |
+3 |
+3 |
-3 |
-3 |
+0 |
+0 |
-2 |
-2 |
Gear Wraps of Unarmed Power +2
Immunities Lightning; Charmed, Exhaustion, Poisoned
Senses Blindsight 60 feet, Passive Perception 10
Languages Understands Common, Draconic, and Dwarvish
Challenge None (XP 0; Proficiency Bonus +5)
TRAITS
Death Burst. The companion explodes when it dies. Dexterity Saving Throw: DC 18, each creature in a 10-foot Emanation originating from the companion. Failure: 44 (6d6 + 5) Necrotic damage.
Lightning Absorption. Whenever the companion is subjected to Lightning damage, it regains a number of Hit Points equal to the Lightning damage dealt.
ACTIONS
Ferocity. When Einbach commands his companion to take the Dreadful Swipe action, the companion can use it twice.
Dreadful Swipe. Melee Attack Roll: +12 to hit, reach 5 feet. Hit: 11 (1d4 + 9) Force or Necrotic damage, and the target can’t take Opportunity Attacks until the start of its next turn. Whenever it hits a Large or smaller creature with its Dreadful Swipe action, that creature can also be pushed up to 10 feet away from the companion.
Replicate Magical Item. When Einbach finishes a Long Rest, he can create five different magic items if he has Tinker’s Tools in hand, choosing the item from the following list: Goggles of Night, Returning Weapon, Shield +2, Wand of the War Mage +2, Wraps of Unarmed Power +2, Armor +2, Ring of Protection. If a created item requires Attunement, Einbach can attune himself to it the instant he creates it. If he decides to attune to the item later, he must do so using the normal process for Attunement. If Einbach tries to exceed his maximum number of magic items for this feature, the oldest item vanishes, and then the new item appears. A magic item created by this feature functions exactly like the normal magic item, except its magic isn’t permanent. When Einbach dies, the magic item vanishes after 2 (1d4) of days. Einbach can use any Wand or Weapon created by this feature as a Spellcasting Focus in lieu of using a set of Artisan’s Tools.
Spell-Storing Item. Whenever Einbach finishes a Long Rest, he can touch one Simple or Martial weapon or one item that he can use as a Spellcasting Focus, and store a spell in it, choosing a level 1, 2, or 3 Artificer spell that has a casting time of an action (Einbach needn’t have the spell prepared). While holding the object, a creature can take an action to produce the spell’s effect from it, using Einbach’s spellcasting ability modifier. If the spell requires Concentration, the creature must concentrate. The spell stays in the object until it’s been used a 10 times or until Einbach uses this feature again to store a spell in an object.
Spellcasting. Einbach is a 15th level spellcaster. He casts spells using Intelligence as the spellcasting ability (spell save DC 18, +10 to hit with spell attacks). Einbach can perform the Somatic components of spells even when he has weapons or a Shield in one or both hands. He can use his Artisan’s Tools as a Spellcasting Focus.
Cantrips (at will): Guidance, Mage Hand, Mend, Resistance, Spare the Dying, True Strike
1st level (4/Long Rest): Cure Wounds, Detect Magic, False Life, Feather Fall, Witch Bolt
2nd level (3/Long Rest): Aid, Blindness/Deafness, Enhance Ability, Invisibility, Lesser Restoration
3rd level (3/Long Rest): Animate Dead, Fly, Haste, Homunculus Servant, Lightning Bolt, Revivify
4th level (2/Long Rest): Blight, Death Ward, Freedom of Movement, Otiluke’s Resilient Sphere
ACTIONS
Reanimated Companion (1/Long Rest). As a Magic action while holding Tinker’s Tools, Einbach can create a Reanimated Companion. The companion manifests in an unoccupied space within 5 feet of Einbach. The companion is Friendly to Einbach and his allies and obeys Einbach. It lasts until Einbach finish a Long Rest or until he takes a Magic action to dismiss it early, at which point it harmlessly collapses into a pile of viscera. It immediately drops to 0 Hit Points and dies (triggering its Death Burst trait) if Einbach dies. Once Einbach creates a companion, he can’t do so again until he finishes a Long Rest or expends a spell slot to create one. Einbach can have only one companion at a time and can’t create one while his companion is present.
Returning Spear. Melee or Ranged Attack Roll: +6 to hit, reach 5 feet or range 20/60 feet. Hit: 4 (1d6 + 1) Piercing damage. It returns to Einbach’s hand immediately after it is used to make a ranged attack roll. Sap: If Einbach hits a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of Einbach’s next turn.
Tinker’s Magic (5/Long Rest): As a Magic action while holding Tinker’s Tools, Einbach can create one item in an unoccupied space within 5 feet of himself, choosing the item from the following list: Ball Bearings, Net, Basket, Oil, Bedroll, Paper, Bell, Parchment, Blanket, Pole, Block and Tackle, Pouch, Bucket, Rope, Caltrops, Sack, Candle, Shovel, Crowbar, String, Flask, Tinderbox, Jug, Torch, Lamp, and Vial. The item lasts until Einbach finishes a Long Rest, at which point it vanishes.
Transmute Magic Item (1/Long Rest). As a Magic action, Einbach can touch one magic item within 5 feet of himself that he created with Replicate Magic Item and transform it into a different magic item. The resulting item must be based on a magic item plan Einbach knows.
True Strike. Melee or Ranged Attack Roll: +11 to hit, reach 5 feet or range 20/60 feet. Hit: 8 (1d6 + 5) Piercing damage plus 7 (2d6) Radiant damage. It returns to Einbach’s hand immediately after it is used to make a ranged attack roll. Sap: If Einbach hits a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of Einbach’s next turn.
BONUS ACTIONS
Charge Magic Item. Einbach can touch a magic item within 5 feet of himself that he created with Replicate Magic Item and uses charges. He recharges the item and expends a level 1+ spell slot. The number of charges an item regains is equal to the level of spell slot expended.
Drain Magic Item (1/Long Rest). Einbach can touch a magic item within 5 feet of himself that he created with Replicate Magic Item and causes the item to vanish, converting its magical energy into a spell slot. The slot is level 1 if the item is Common or level 2 if the item is Uncommon or Rare. Any spell slot Einbach creates with this feature vanishes when he finishes a Long Rest.
REACTION
Flash of Genius (5/Long Rest). Trigger: When Einbach or a creature he can see within 30 feet of him fails an ability check or a saving throw. Response: Add a +5 bonus to the roll, potentially causing it to succeed.
Life Transfer. Trigger: When Einbach takes damage. Response: Einbach’s Reanimated Companion drops to 0 Hit Points. The companion immediately dies (triggering its Death Burst trait), and Einbach regains 15 Hit Points.
Reactive Spell. Trigger: A creature provokes an Opportunity Attack from Einbach. Response: Einbach can cast a spell at the creature rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature.