Cedric
(Orthotist Arcanowright)
Medium humanoid (human), neutral good
Armor Class 14 (leather armor)
Hit Points 58 (9d8 + 18)
Speed 7 ft. (30 ft. with prosthesis)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 16 (+3) | 14 (+2) | 18 (+4) | 10 (+0) | 8 (-1) |
Saving Throws Con +5, Int +7
Skills Arcana +7, Investigation +7, Medicine +3, Perception +3
Senses passive Perception 13
Languages Common, Elvish, Gnomish, understands Texture Writing in these languages
Challenge 5 (1,800 XP)
Spellcasting. Cedric is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). Cedric has the following arcanowright spells prepared:
Cantrips (at will): Mending, Spare the Dying
1st level (4 slots): Cure Wounds, Healing Word, Heroism, Sanctuary
2nd level (3 slots): Aid, Lesser Restoration, Spiritual Weapon
Healing Hands. Cedric adds his Intelligence modifier HP to the benefit of healing spells.
Mystic Prosthetics. Cedric can create magic prostheses, up to two active at a time.
Missing Legs [IE 4]. He is missing both legs (IE 4). In the case of two feet or legs missing, he can use his hands to move one fourth his speed for a number of minutes equal to his Constitution score before needing to rest.
Actions
Multiattack. The Cedric makes two attacks with his warhammer.
Acid Flask. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 7 (2d6) acid damage.
Soothing Balms (4/day). Cedric can apply a balm to restore 2d6+5 HP.
Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage, or 6 (1d10 + 1) bludgeoning damage if used with two hands.
Reactions
Assistive Items
Cedric's Serpentine Strider
Wondrous Item (prosthetic leg), uncommon
This clockwork mobility device replaces a small or medium humanoid's missing legs and is propelled by treads on the underside. It's covered with a scaly exterior, resembling a snake from the waist down.
While mounted on the Serpentine Strider, you gain a walking speed of 30 feet. The device is powered by clockwork mechanisms that make pneumatic hissing sounds. Using the Serpentine Strider requires the user's hands to operate it effectively. While moving on the Strider, you cannot wield two-handed weapons or use items that require both hands, as you need one hand to control the device. The hissing noise imposes disadvantage on Dexterity (Stealth) checks that require silence.