Nevermind Gnome Mastermind

Monstrous Compendium Vol. 2 - Dragonlance Creatures p. 11

Size
Small
Type
humanoid
Alignment
any alignment
AC
15 (leather armor)
Hit Points
82 (15d6+30)
Speed
walk 30 ft., climb 30 ft.
Saving Throws
Dex +7, Con +5, Int +8
Skills
Arcana +8, Investigation +8, Perception +3
Senses
darkvision 60 ft.
Passive Perception
13
Languages
Common, Gnomish
Challenge
5
STR
9
−1
DEX
18
+4
CON
14
+2
INT
20
+5
WIS
11
+0
CHA
15
+2

Traits

Proficiency Bonus

+3

Always Thinking Ahead

The mastermind has advantage on initiative rolls.

Spider Climb

The mastermind can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. This trait doesn't function if the mastermind is grappling creatures in both of its clockwork claws.

Actions

Multiattack

The mastermind makes two Clockwork Claw attacks. The mastermind can replace one of these attacks with Generate Gadget if it's available.

Clockwork Claw

Melee Weapon Attack: +7 to hit, reach 20 ft., one target. Hit: 11 (2d6 + 4) piercing damage, and if the target is a Medium or smaller creature, the target is grappled (escape DC 15). Until this grapple ends, the target takes 10 (3d6) piercing damage at the start of each of the mastermind's turns. The mastermind has two claws, each of which can grapple only one target.

Generate Gadget (Recharge 5-6)

The mastermind quickly assembles a clockwork gadget, producing one of the following effects (the mastermind's choice):

recharge

D5

Chattergrab

Parts of this gadget look like gnashing metal teeth. This gadget hurtles toward a creature the mastermind can see within 60 feet of itself. The creature must succeed on a DC 16 Dexterity saving throw or take 31 (7d8) piercing damage and be incapacitated until the start of the mastermind's next turn.

Phasmoball

The mastermind launches this gadget to a point the mastermind can see within 30 feet of itself, where the gadget unleashes a cloud of mind-warping gases in a 10-foot-radius sphere. Each creature within the sphere must succeed on a DC 16 Wisdom saving throw or take 11 (2d10) psychic damage and be frightened of the mastermind until the start of the mastermind's next turn.

Thunderscream

This gadget emits a screeching wave of sound in a 30-foot cone originating from the mastermind. Each creature in that area must make a DC 16 Constitution saving throw, taking 21 (6d6) thunder damage on a failed save or half as much damage on a successful one.

Other data

description

The gnome masterminds of Mount Nevermind temper their creativity with years of experience. While they still create wild inventions on a whim, these masterminds also wield at least one more stable clockwork invention—typically something that affords the mastermind more movement, extends their reach with extra appendages, or both.

Nevermind Gnomes: Mount Nevermind is a hollow, dormant volcano on the island of Sancrist in Krynn. Within the mountain, a vibrant community of rock gnome tinkerers and other inventors relentlessly study various scientific pursuits to create mechanical marvels.