Athletics: +4
Acrobatics: +2
Sleight of Hand: +2
Stealth: +2
Arcana: +3
History: +3
Investigation: +3
Nature: +3
Religion: +3
Animal Handling: +0
Insight: +0
Medicine: +4
Perception: +1
Survival: +2
Deception: +0
Intimidation: +0
Performance: +0
Persuasion: +0
Common
Dwarvish
Elvish
Undercommon
Gnomish
Celestial
Deep Speech
Walk: 25ft.
Blunderbuss: 1d6+2 Fire, 10/30 range, Loading, Exploding: On an attack roll of 1, the gun explodes and requires a short rest fixing it before it can be fired again. You don't gain the benefits of that short rest..
Darkvision: 20ft.
Blindsight: 20ft.
Tremorsense: 10ft.
Treasure Sense.: The Spellbinder Of Pack Marsh can sense, like guided by scent, the location of precious metals and stones, such as coins and gems, within 40 feet of it.
Sunlight Sensitivity: While in sunlight, The Spellbinder Of Pack Marsh has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Fire Touch: Melee Weapon Attack Hit: 3 (1d6 + 2) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
Rampage: When The Spellbinder Of Pack Marsh reduces a creature to 0 hit points with a melee attack on its turn, The Spellbinder Of Pack Marsh can take a bonus action to move up to half its speed and make a simple attack.
Unless otherwise noted, any lair action that demands a saving throw uses the spellsave DC 15.
On initiative count 20 (losing initiative ties), the creature can take a lair action to cause one of the following effects, but can't use the same effect two rounds in a row:
Animating Art: The Spellbinder Of Pack Marsh can animate one of its artworks as an action, bringing to life a shadowy creature (use the stats for a shadow or another appropriate creature, but with an artistic flair in its appearance). This creature acts on its own initiative and follows the commands of The Spellbinder Of Pack Marsh. Only one animated artwork can be active at a time.
The Spellbinder Of Pack Marsh has an effect on its domains that may include any of the following magical effects:
Blooming Industry: The Spellbinder Of Pack Marsh's domain is expanding, taking over the surrounding nature. Forges puff plumes of smoke, rivers darken with runoff, and the distant clang of hammers echoes day and night. Within 1 mile, Nature is damaged or mutated.
If The Spellbinder Of Pack Marsh dies, these effects dissipate during the next 6 days.
I'm loyal to my captain first, everything else second.
A terrible guilt consumes me. I hope that I can find redemption through my actions.
Knowledge. By understanding other races and cultures, we learn to understand ourselves.
I want to create something.