Mechromancer (5e Creature)

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Mechromancer (Partial Graft)[edit]

Medium humanoid (half-elf), chaotic neutral


Armor Class 16 (natural armour)
Hit Points 42 (4d10 + 20)
Speed 35 ft., climb 35 ft.


STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 16 (+3) 12 (+1) 10 (+0) 9 (-1)

Saving Throws Str +4, Int +4
Skills Athletics + 4, Arcana + 3, Perception +3
Damage Vulnerabilities lightning
Damage Resistances force, slashing
Senses darkvision 60 ft., passive Perception 13
Languages Common, Elvish
Challenge 2 (450 XP)


Nano Regeneration. The mechromancer gains temporary hit points equal to its Constitution modifier on any roll of 17 or above.

Blink Drive. If the mechromancer rolls a 1 on an attack roll, it may cast the blink spell as a bonus action.

ACTIONS

Multiattack. The mechromancer makes two attacks: one with its arm blade and one with its arm cannon, choosing from the options below.

Arm Blade. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 5 (1d8 + 3) piercing damage.

Arm Cannon - Fire Plates. Ranged Spell Attack: +2 to hit, range 120 ft., one creature. Hit: 3 (1d10) fire damage.

Arm Cannon - Frost Cannon. Melee or Ranged Spell Attack: +2 to hit, reach 10 ft., or range 60 ft., one creature. Hit: 3 (1d8) cold damage.

Arm Cannon - Shock Gauntlet. Melee Spell Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d8) lightning damage.

Arm Cannon - Acid Ejector. Ranged Spell Attack: +2 to hit, range 60 ft., one creature or two creatures within 5 feet of each other. Hit: 3 (1d6) acid damage.


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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



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