Thessalar

Medium humanoid (human), Neutral Evil

Armor Class

14 (breastplate)

Hit Points

104 (7d10+14)

Speed

walk 30 ft.

Saves

Con +5, Int +8, Wis +7

Skills

Animal handling +7, Arcana +8, Insight +7, Medicine +7

Damage Immunities

acid, poison

Condition Immunities

poisoned

Languages

Common, Draconic, Elvish, Primordial

Challenge

12

Special Equipment

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

Alchemical Homunculus

Thessalar is accompanied by his thessalars 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 • 1st level (4 slots): alarm, cure wounds, identify, ray of sickness • 2nd level (3 slots): invisibility, Melf's acid arrow, web • 3rd level (3 slots): dispel magic, haste, stinking cloud • 4th level (3 slots): blight, Mordenkainen's faithful hound, Otiluke's resilient sphere • 5th level (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.