Thessalar

Medium Humanoid (Human), Neutral Evil

STR
10 (+0)
DEX
12 (+1)
CON
13 (+1)
INT
19 (+4)
WIS
16 (+3)
CHA
16 (+3)
Special Equipment.

Thessalar wields a +1 dagger coated with thessaltoxin poison (see appendix C).

Alchemical Homunculus.

Thessalar is accompanied by his Thessalar's homunculus. If the mending spell is cast on it, the homunculus regains 2d6 hit points.

Healing Toxicity.

Any magic item that restores hit points and can be applied to a piercing or slashing weapon (a potion, an ointment, and so forth) causes a hit with that weapon to deal extra damage to Thessalar equal to the amount the item would normally heal.

Greater Restoration (1/Day).

Thessalar can cast greater restoration if he has access to alchemical supplies.

Spellcasting.

Thessalar is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). He has the following artificer spells prepared:

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

Level 1 (4 slots): alarm, cure wounds, identify, ray of sickness

Level 2 (3 slots): invisibility, Melf's acid arrow, web

Level 3 (3 slots): dispel magic, haste, stinking cloud

Level 4 (3 slots): blight, Mordenkainen's faithful hound, Otiluke's resilient sphere

Level 5 (1 slots): cloudkill

Actions

Dagger.

Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage, and the target must succeed on a DC 15 Constitution saving throw. On a failed save, the target is affected as if by the polymorph spell, transforming into a random beast or a creature it has seen within the last 24 hours (as chosen by the DM). This effect lasts until the target finishes a long rest.

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Thessalar

Source: Infernal Machine Rebuild, p. 57 - Licenses and attribution