Armor Class
13
(natural armor)
Hit Points
39
(6d6 + 18)
Speed
40 ft.
STR
13
(+1)
DEX
14
(+2)
CON
16
(+3)
INT
3
(-4)
WIS
12
(+1)
CHA
1
(-5)
Damage Vulnerabilities
Lightning
Damage Resistances
Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities
Necrotic, Poison, Psychic
Condition Immunities
Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Unconscious
Senses
Passive Perception 11
Languages
--
Challenge
2 (450 XP)
Proficiency Bonus
+2
Traits
Use Beyond Death. When the arcanomech drops to 0 hit points, it will explode as in the detonate action.
Immutable Form. The arcanomech is immune to any spell or effect that would alter its form.
Magic Resistance. The arcanomech has advantage on saving throws against spells and other magical effects.
Actions
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Detonate. The arcanomech explodes, instantly reducing it to 0 hit points and creatures within 15 feet of it must succeed on a DC 13 Dexterity saving throw or take 19 (3d12) fire damage, taking half as much on a success.
Comments