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.