Mechanist

CR 2
Medium Humanoid (Any Lineage)
Armor Class 15 (scale mail)
Hit Points 60
Speed 30 ft.
Perception 10 Stealth 11

Senses
Languages Common, plus any two languages


STR DEX CON INT WIS CHA
+3 +1 +1 +5 +0 +0

Tools of the Trade. The mechanist is proficient with tinker tools and doubles its proficiency bonus for any ability check it makes with tinker tools.

Actions

Multiattack. The mechanist makes two Warhammer or Light Crossbow attacks.

Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands.

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Repair (Recharge 4-6). The mechanist touches one friendly Construct it can see. The target regains 5 (2d4) HP.

Bonus Actions

Quick Creation (Recharge 4-6). The mechanist cobbles together various machine parts it is carrying and creates a Tiny Construct. The Construct obeys the mechanist’s spoken commands. It uses the statistics of a solodron but it isn’t a mechadron or part of the Plan. The mechanist can have up to two such Constructs under its control at one time. Each Construct remains for 1 minute, until the mechanist dies, or until the mechanist uses this bonus action again to dismiss one or both of them.

Reactions

Magnetic Pulse. When a creature the mechanist can see attacks it with a weapon made at least partially of metal while within 5 feet of it, the mechanist can release a magical, magnetic pulse. The attacker must succeed on a DC 13 DEX save or have disadvantage on the attack roll.

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