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npc

Chief Artificer Morgran

Chief Artificer Morgran
Stat Block
CR 11
,
Reveal Stat Block
Armor Class
18
Hit Points
160
Speed
30 ft.
str
16
+3
dex
10
+0
con
18
+4
int
22
+6
wis
12
+1
cha
8
-1

Senses darkvision 120 ft., passive Perception 11

Languages Common, Dwarvish

Soul-Binding Expertise.Morgran's constructs have advantage on saving throws against being charmed or frightened.
Mechanical Walker.Morgran rides a mechanical walker that grants him his AC and provides him with half cover.

Actions

Multiattack.Morgran makes two Aether-cannon attacks or two Void-Iron Dart attacks.
Aether-cannon.Ranged Weapon Attack: +10 to hit, range 120 ft., one target. Hit: 22 (3d10 + 6) force damage.
Void-Iron Dart.Ranged Weapon Attack: +10 to hit, range 30/60 ft., one target. Hit: 10 (1d8 + 6) piercing damage. If the target is concentrating on a spell, the DC to maintain concentration is 18.

Appearance

Morgran is a wizened dwarf with a mechanical, glowing red eye and a beard that has been partially singed away by high-voltage Aether-arcs. His original hands have been replaced by intricate, multi-jointed clockwork prosthetics that allow him to perform incredibly delicate mechanical work. He wears a heavy leather apron filled with specialized tools and sparking gadgets.

Personality

Obsessive, paranoid, and brilliantly mad, Morgran cares more for the structural integrity of his golems than the lives of his fellow dwarves. He views biology as a "design flaw" and finds the unpredictable nature of organic life to be offensive to his sense of engineering perfection.

Secret Motives

Morgran is the creator of the Void-Iron Golems and is secretly experimenting with "Soul-Binding." His ultimate goal is to transfer his own consciousness into a massive, immortal Void-Iron body, effectively becoming a living, eternal machine-god of the deep.

Combat Tactics

Morgran fights from the back of an experimental, four-legged mechanical walker equipped with Aether-cannons. He uses remote-control devices to grant bonus actions and reactions to his constructs. He frequently launches "Void-Iron Darts" that disrupt magical concentrations, forcing casters to make high-DC concentration checks.