Gemwright

Large Monstrosity (Rabaku), Chaotic Neutral
Armor Class: 20 (Natural Armor)

Hit Points: 161 (17d10+68)

Speed: 30 ft., burrow 20 ft.


STR 19/+4

DEX 18/+4

CON 18/+4

INT 16/+3

WIS 10/+0

CHA 10/+0


Skills: History +7, Investigation +7, Perception +8

Saving Throws: Wisdom +4

Damage Resistances: Acid, Poison

Damage Immunities: Lightning

Condition Immunities: Charmed

Senses: Darkvision 120 ft., Tremorsense 60 ft., Passive Perception 18

Languages: Common, Dwarvish, Elvish, Primordial, Undercommon

Challenge: 12

Proficiency Bonus: +4


Goldsmith. Gemwright has an extraordinary ability to sense gems, jewels and precious metals and to shape and utilize them in various ways. 

  • It can sense all gems, jewelry and precious metals within 120 feet of itself and innately knows their type, size and respective value.
  • It has a +12 on all checks made with Jeweller’s Tools. 

Purloiner. Each time Gemwright hits a creature with an attack, the target loses 300 gp worth of precious metals (including gold pieces), gems or jewels that they currently have in their possessions, these valuables are teleported into the Gemwright’s treasure box. 

  • Gemwright’s treasure box should already have at least 2000 gp worth of resources 

Jewel Magic. Gemwright can use its bonus action to crush and consume some of the gems, jewels and precious metals in its possession to cast one of the following magical abilities (how much gp worth of these resources needs to be spent is stated in the brackets of each ability):

  • Diamond Edge (500). Gemwright’s next attack gains a +5 bonus to attack and damage rolls, and can target two creatures within 5 feet of each other at once. 
  • Bejewelled Carapace (800). Gemwright creates a gem-like protective layer on its armor, giving it 30 Temporary Hit Points.
    • While Gemwright has these Temporary Hit Points, its AC is increased to 22.
  • Golden Statue (1500). Gemwright casts Flesh to Stone (DC 15) as a bonus action, turning the creature into a gilded and bejewelled stone statue.
    • This ability only works on large or smaller creatures.

Actions.

  • Multiattack. Gemwright makes two attacks of its choice.
  • Thunder Hammer. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) bludgeoning damage plus 11 (2d10) thunder damage.
  • Underway Robbery. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: This attack deals no damage, but steals twice the amount of gp via the Purloiner feature. On a hit, the target must also make a DC 11 Constitution saving throw, becoming stunned until the end of their next turn on a failure.
    • When Gemwright uses this attack, it can also immediately move up to its movement speed without triggering attacks of opportunity.
  • Glittering Gold (Recharge 5-6). The Gemwright produces a radiant jewel that starts emanating intense blinding light. All creatures within 30 feet of the Gemwright must make a DC 15 Constitution saving throw, taking 26(4d12) radiant damage and becoming blinded until the end of their next turn on a failure, or half as much damage and not becoming blinded on a success.
    • Creatures blinded by this ability lose extra 100 gp from the Purloiner feature.
  • Emerald Gate (1/day). Gemwright uses one of its prized magical emeralds to start summoning a portal with a 5-foot diameter in an unoccupied space within 30 feet. The portal will open at the end of the Gemwright’s next turn and remain opened until the end of his next subsequent turn.
    • When this action is used, the Gemwright must choose a destination, using the same rules, mishaps and limits as the Teleport spell, but any creature will only be transported once they move through the portal when it is opened.

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