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Medium Construct, Unaligned
Armor Class 15 Natural Armor
Hit Points 91 (11d8 + 30) 
Speed 30 ft.
Roll Initiative! -1
STR
19 (+4)
DEX
9 (-1)
CON
18 (+4)
INT
6 (-2)
WIS
10 (+0)
CHA
5 (-3)
Damage Vulnerabilities Bludgeoning
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities CharmedExhaustionFrightenedParalyzedPetrifiedPoisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages Understands the languages of its creator but can't speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3
BERSERK

Berserk. Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.

The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.

AVERSION OF FIRE

Aversion of Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

IMMUTABLE FORM

Immutable Form. The golem is immune to any spell or effect that would alter its form.

LIGHTNING ABSORPTION

Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.

MAGIC WEAPONS

Magic Weapons. The golem's weapon attacks are magical.

Actions
MULTIATTACK

Multiattack. The golem makes three slam attacks or one slam and two hook attacks. 

SLAM

Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

HOOK

Hook. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10+4) piercing damage.

Legendary Actions

When the Body Puppet drops below 50% health, it mutates, growing a long python-like tail. it gains the following attack option:

Bite. Melee weapon attack: +7 to hit, reach 10 ft.  11 (1d12+4) piercing plus 15 (3d8) poison damage. On a successful hit, the target must make a dc 14 constitution save or be poisoned for 1 minute. 

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This team of investigators have known each other for several years now. However they weren’t always hunting ghouls and ghosts. They were a group of standard adventurers going about their epic tales and journey with their own bonds that first brought them together. However, one quest caused a frightful night for the team as one of their own disappeared without them knowing. They found them the next morning in the woods with a rather unique mark on their head and unresponsive. Desperate, they did everything and anything they could to bring them back. But in the end, there was nothing they could do. Their death became the team’s common bond as they dived deeper into the world of the occult, supernatural, and the general mystery of the unknown. With new quests of the supernatural and paranormal they worked together to try and solve the mystery of what happened that night.

Flash forward ten years, and we have a well-developed team of investigators tackling the things that go bump in the night and solving mysteries. They kept working together to hopefully come closer to the one mystery they have not been able to solve yet.

Maybe here at their next mystery haunting an Opera House they can find their answers…or perhaps it will find them first.

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In the frozen realm of Cania, Mephistopheles offers arcane power to those who entreat with him. Tieflings linked to him master some arcane magic.

Ability Score Increase

Your Charisma score increases by 2, and your Intelligence score increases by 1.

Legacy of Cania

You know the mage hand cantrip. When you reach 3rd level, you can cast the burning hands spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the flame blade spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

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Armies require protection, and someone has to put things back together if defenses fail. A combination  of protector and medic, a Battle Smith is an expert at defending others and repairing both material and personnel. To aid in their work, Battle Smiths are usually accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a steel defender.

In the world of Eberron, Battle Smiths played a key role in House Cannith’s work on battle constructs and the original warforged, and after the Last War, these artificers led efforts to aid those who were injured in the war’s horrific battles.

Tool Proficiency

3rd-level Battle Smith feature

You gain proficiency with smith’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Battle Smith Spells

3rd-level Battle Smith feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Battle Smith Spells

Battle Ready

3rd-level Battle Smith feature

Your combat training and your experiments with magic have paid off in two ways:

  • You gain proficiency with martial weapons.
  • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

Steel Defender

3rd-level Battle Smith feature

Your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Steel Defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s appearance and whether it has two legs or four; your choice has no effect on its game statistics.

In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.

If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new steel defender if you have your smith’s tools with you. If you already have a steel defender from this feature, the first one immediately perishes. The defender also perishes if you die.

STEEL DEFENDER

Armor Class 15 (natural armor)

Hit Points 2 + your Intelligence modifier + five times your artificer level (the defender has a number of Hit Dice [d8s] equal to your artificer level)

Speed 40 ft.

STR
14 (+2)
DEX
12 (+1)
CON
14 (+2)
INT
4 (-3)
WIS
10 (+0)
CHA
6 (-2)

Saving Throws Dex +1 plus PB, Con +2 plus PB

Skills Athletics +2 plus PB, Perception +0 plus PB × 2

Damage Immunities poison

Condition Immunities charmedexhaustionpoisoned

Senses darkvision 60 ft., passive Perception 10 + (PB × 2)

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Vigilant. The defender can’t be surprised.

Actions

Force-Empowered Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage.

Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.

Reaction

Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.

Extra Attack

5th-level Battle Smith feature

You can attack twice, rather than once, whenever you take the Attack action on your turn.

Arcane Jolt

9th-level Battle Smith feature

You've learned new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your steel defender hits a target, you can channel magical energy through the strike to create one of the following effects:

  • The target takes an extra 2d6 force damage.
  • Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.

You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.

Improved Defender

15th-level Battle Smith feature

Your Arcane Jolt and steel defender become more powerful:

  • The extra damage and the healing of your Arcane Jolt both increase to 4d6.
  • Your steel defender gains a +2 bonus to Armor Class.
  • Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.
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Walden Stein has obtained the rights and ownership to the Harmony Opera House. He intends to turn the place into a swinging club and a hang out place for him and his friends. However, as the construction started strange things started happening here. Mysterious deaths started occurring prompting Walden to reach out to a unique group of individuals. Knowing that the king's guards wouldn't assist in any way, this was his last resort to get down to the bottom of things.

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Proficiency with a light crossbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.

NameCostDamageWeightProperties
Crossbow, light25 gp1d8 piercing5 lbsAmmunitionLoading, (Range 80/320), Two-Handed
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A Frecian ship carry a load of explosives was caught up in the mix of an attack. The vessel was destroyed. The ship was believed to be traveling to Divelinson.

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