Mechromacer (Full-Graft) (5e Creature)
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Medium humanoid (half-elf), chaotic neutral
Saving Throws Str +5, Int +5
Nano Regeneration. The mechromancer gains temporary hit points equal to its Constitution modifier on any roll of 17 or above.
Displacement Pads. The mechromancer can walk on water and other liquids as though they were solid.
Jet Pulsers. The mechromancer's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Blink Drive. If the mechromancer rolls a 1 on an attack roll, it may cast the blink spell as a bonus action.
Multiattack. The mechromancer makes three attacks: two with its arm blade and one with its arm cannon, choosing from the options below.
Arm Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.
Arm Cannon - Fire Plates. Ranged Spell Attack: +3 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage.
Arm Cannon - Frost Cannon. Melee or Ranged Spell Attack: +3 to hit, reach 10 ft., or range 60 ft., one creature. Hit: 9 (2d8) cold damage.
Arm Cannon - Shock Gauntlet. Melee Spell Attack: +3 to hit, reach 5 ft., one creature. Hit: 9 (2d8) lightning damage.
Arm Cannon - Acid Ejector. Ranged Spell Attack: +3 to hit, range 60 ft., one target or two targets within 5 feet of each other. Hit: 7 (2d6) acid damage.
An artisan, skilled in grafting warforged technology to their own body. The grafts utilize a carbon-based matrix for armor and a strange metal composite for weapons.