Medium Or Small Humanoid, Any Alignment
Armor Class 12 (15 with mage armor)
Hit Points 58 (9d8 + 18)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
16 (+3)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws CON +5, INT +6, WIS +3
Skills Arcana +6, Athletics +6, Perception +3
Senses Passive Perception 13
Languages Common
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Actions

Multiattack. The engineer makes three Light Hammer or Electrical Arc attacks.

Light Hammer. Melee Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 11 (2d10) force damage.

Electrical Arc. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 24 (6d6 + 3) lightning damage.

Spellcasting. The engineer casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 14):

At will: light, mending, prestidigitation

2/day each: dispel magic, vortex warp, mage armor

1/day each: fireball, heat metal, lightning bolt

Bonus Actions

ArcTech Jump Pack (Recharge 4-6). The engineer gains a flying speed of 60 feet and doesn't provoke opportunity attacks until the end of its turn.

Summon Clockwork Construct (1/Day). The engineer magically summons a clockwork iron cobra, clockwork stone defender, clockwork oaken bolter, or two clockwork bronze scouts (all appear in Mordenkainen Presents: Monsters of the Multiverse). The construct appears in an unoccupied space within 60 feet of the engineer, whom it obeys. It takes its turn immediately after the engineer. It lasts for 1 hour, until it or the engineer dies, or until the engineer dismisses it as a bonus action.

Habitat: CoastalDesert

Darfer

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