Medium Or Small Humanoid, Any Alignment
Armor Class 15 Light Armor
Hit Points 66 (12d8 + 12)
Speed 30 ft.
STR
12 (+1)
DEX
16 (+3)
CON
12 (+1)
INT
16 (+3)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws DEX +5, INT +5
Skills Arcana +5, Perception +3
Senses Passive Perception 13
Languages Any two languages common to the area
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Brave: The Liberator pilot has advantage on saving throws against being frightened.

Allomantic Bond: While bonded to a Liberator, the Liberator pilot can choose to see and hear through the liberator's eyes and ears as long as the Liberator is within 120 ft.

Field Maintenance: During a short rest, the Liberator pilot can perform field repairs on the Liberator, allowing it to roll hit dice as a living creature would.

Allomantic Harmony: Bonding to a Liberator only takes one minute for the Liberator pilot

Actions

Multiattack: The Liberator pilot makes two attacks

Katana: Melee Weapon Attack: +3 to hit, reach 5 ft., Hit: 6 (1d8+1) Slashing Damage

Wakizashi: Melee Weapon Attack: +5 to hit, reach 5 ft., Hit: 7 (1d6+3) Slashing Damage

Tanto: Melee Weapon Attack: +5 to hit, reach 5 ft., Hit: 6 (1d4+3) Piercing Damage

Elloran Revolving Pistol. Ranged Weapon Attack: +5 to hit, range 30/120 ft., 1 target. Hit: 13 (2d6 + 3) piercing damage.

Description

  • Count as constructs
  • Use the pilot’s Int, Wis, and Cha
  • Use their own proficiency bonus (4) unless the pilot’s is higher
  • Have proficiency in Athletics and Perception, as well as Dex and Con saving throws and, while bonded,  gain all of the pilot’s proficiencies.
  • Have darkvision
  • Do not regain hit points during rests
  • Are immune to psychic damage, however psychic effects that target the mecha effect the pilot instead
  • Require attunement
  • Once attuned, can be entered as an action and exited as a bonus action
  • Uses all non-magical class features of the pilot
Quinin

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