Medium Humanoid, Any Alignment
Armor Class 24 (arcane armour)
Hit Points 255 (30d8 + 120)
Speed 40 ft., Fly 30 ft.
STR
26 (+8)
DEX
26 (+8)
CON
18 (+4)
INT
21 (+5)
WIS
16 (+3)
CHA
15 (+2)
Saving Throws STR +15, CON +11, INT +12, WIS +10
Skills Arcana +19, Athletics +15, Perception +10
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Deafened, Prone
Senses Truesight 120 ft., Passive Perception 20
Languages Any six languages
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Gunslinger. Being within 5 feet of a hostile creature or attacking at long range doesn’t impose disadvantage on the mechanist’s ranged attack rolls with a firearm. In addition, the mechanist ignores half cover and three-quarters cover when making ranged attacks with a firearm.

Legendary Resistance (3/Day). If the mechanist fails a saving throw, they can choose to succeed instead.

Magic Resistance. The mechanist has advantage on saving throws against spells and other magical effects.

Sensory Array. While wearing their helmet, the mechanist has advantage on initiative rolls, and can't be surprised, provided it isn't incapacitated. Additionally, it has truesight out to a range of 120 feet.

Spellcasting. The mechanist is a 14th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). It has the following artificer spells prepared:

Cantrips (at will): guidance, mendingmessage, prestidigitation

1st level (4 slots): absorb elementscure woundsdetect magic, identify.

2nd level (3 slots): blur*, heat metallesser restoration

3rd level (3 slots): dispel magic, intellect fortress, haste

4th level (1 slot): summon construct

*The mechanist can cast these spells once without expending a spell slot

Actions

Multiattack. The mechanist makes three attacks, only one of which can be with its concussion gauntlet.

Spinning Machine Gun. Ranged Weapon Attack: +15 to hit, range 200/800 ft., one target. Hit: 22 (2d12 +8) piercing damage, misfire 2.

Concussion Gauntlet. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 8) thunder damage, and the target must succeed on a DC 20 Constitution saving throw or be blinded, and deafened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

 

Legendary Actions

The mechanist can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The mechanist regains spent legendary actions at the start of its turn.

Attack. The mechanist makes a ranged attack with its spinning machine gun.

Artificer Magic (Costs 2 Actions). The mechanist casts an artificer spell of 3rd level or lower.

Sustained Fire (Costs 3 Actions). The mechanist unleashes a hail of bullets in a cone of 120 feet. Each creature in the area must make a DC 23 Dexterity saving throw, taking 44 (8d12 -8) piercing damage on a failed save or half as much on a successful one.

oldmanmarx

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