Old Gus Wanderers of the Infinite Skies
Hold-All
Medium construct,
Armor Class: 16 (natural armor)
Hit Points: 2 + your Intelligence modifier + five times your artificer level (the hold-all has a number of Hit Dice [d8s] equal to your artificer level)
Speed:
25 ft
Saving Throws: Dex +2 plus PB, Con +2 plus PB
Skills: Acrobatics +2 plus PB, Perception +0 plus PB
Damage Immunities: poison
Condition Immunities: charmed, exhaustion, poisoned
Senses: darkvision 60 ft., passive Perception 10 plus PB
Languages: understands the languages you speak
Proficiency Bonus: equals your bonus
Extradimensional Space. The hold-all contains an extradimensional space that can hold a number of pounds equal to 100 times your artificer level. The total volume of its contents cannot exceed 100 cubic feet. Retrieving an item from the hold-all requires an action. If the hold-all is reduced to 0 hit points, its contents spill forth, unharmed, into the nearest available space.
Jumbling Tumble. If the hold-all moves at least 20 feet straight toward a creature and hits it with a distorted mass attack on the same turn, it can force the target to make a Strength saving throw DC 8 + PB + the hold-all’s Strength modifier. On a failure, the target is knocked prone.
Actions
Distorted Mass. Melee Weapon Attack: your spell attack to hit, reach 5 ft., one target. Hit: 1d8 + PB force damage.
Engulf. The hold-all attempts to engulf a Large or smaller creature it can see within 5 feet. The target must make a Strength saving throw against your artificer spell save DC. On failure, the hold-all moves into the target’s space, and the target is engulfed. For the duration:
- The hold-all’s movement speed is reduced by half, it cannot take actions or reactions, and you cannot cast spells through it. If necessary, its size changes to no smaller than the target’s.
- The target is blinded and restrained, has total cover against attacks and other effects outside the hold-all. An engulfed creature can use its action on its turn to make a new Strength saving throw,freeing itself on a success.
- On your turn, you can use your bonus action to cause the hold-all to deal 10 (4d4) force damage to the target.
The hold-all can engulf only one creature at a time. If the hold-all
is below half its maximum hit points, it cannot use this ability, or
continue to engulf a creature. When released, the target appears
in the nearest available space.
Use Tool. The hold-all makes an ability check, using a tool held in
its contents. If you are proficient in the tool, the hold-all adds your
proficiency bonus to the total.
Reactions
Confounding Caper (Recharges after a Short or Long Rest). When
a creature within 10 feet of the hold-all is the target of a melee
attack, the handy hold-all can exchange positions with that
creature, becoming the target of the attack instead. In order to do
so, the original target of the attack must be willing to move, and
their size cannot exceed that of the hold-all.