Mechanist

Medium Humanoid. CR 2, AC 15, 60 HP. Traits: Tools of the Trade.

Armor class
15
Hit points
60
Challenge
2
Creature type
Humanoid
Size
medium

Stat block

Cha
10
Con
12
Dex
12
Int
20
Str
16
Wis
10
Speed
Walk: 30
Senses
-
Skills
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.
Languages
Common,plus any two languages
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.
Saving throws
Wisdom: 0; Charisma: 0; Strength: 3; Dexterity: 1; Constitution: 1; Intelligence: 5
Special abilities
  • 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.

Source and licence

From Black Flag Reference Document.

Licence: ORC License.

Every licence notice Tavern Bag relies on.