Medium Or Small Humanoid (Halfling), Chaotic Evil
Armor Class 17 Half Plate
Hit Points 60 (7d8 + 21)
Speed 25 ft.
STR
8 (-1)
DEX
17 (+3)
CON
16 (+3)
INT
19 (+4)
WIS
15 (+2)
CHA
13 (+1)
Saving Throws WIS +5, CHA +4
Skills Arcana +7, History +7, Medicine +5, Religion +7
Damage Vulnerabilities Radiant
Damage Immunities Poison
Condition Immunities Exhaustion, Frightened, Poisoned
Senses Passive Perception 14
Languages Understands and Speaks All Languages
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Touch of Death. When you hit a creature with a melee attack, you can spend a Channel Divinity use to deal an extra 13 points of Necrotic damage.
Darkened Loyalty. Whenever you cast a spell that would deal Radiant damage, it now deals Fire damage. Any healing spells Beath cast can only affect Undead, Fiends, and Monstrousities. 
Lucky. When you roll a 1 on the d20 for an attack roll, ability check or saving throw, you can reroll the die and must use the new roll. 
Gunner. You ignore the loading and reloading property of firearms. Being within 5 ft. of a hostile creature doesn't impose disadvantage on ranged attacks. 

Spellcasting. Beath, The Black Machine, is a 4th-level spellcaster and 3rd-level Artificer. Its spellcasting ability is Intelligence (spell save DC 15, +8 to hit with spell attacks). Beath has the following spells prepared:
Cantrips (at will): Fire Bolt, Green-flame blade, Toll the Dead, Word of Radiance

1st level (4 slots): absorb elements, Bane, Command, command, Cure Wounds, Feather Fall, Guiding Bolt, Inflict Wounds, Ray of Sickness, Sanctuary, Shield of Faith

2nd level (3 slots): Blindness/Deafness, Hold Person, ray of enfeeblement, Silence, Sudden Slide

3rd level (3 slots): -Only for Upcasting-

Actions

Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 11 (1d8+3) Slashing damage. Bonus action, add +4 (1d8) Fire damage. Second target takes 11 (1d8+4) Fire damage.
Mechanical Leg. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 8 (2d4+4) Bludgeoning damage. Target must succeed DC 12 STR save or be knocked prone. Can only be used 1 per turn. 

Dueling Pistol. Ranged Weapon Attack: +8 to hit, reach 40/120 ft., 2 targets. Hit: 13 (2d8+5) Piercing damage. Beath can make 2 Pistol attacks per Attack Action. 

Inflict Wounds. Melee Spell Attack: +8 to hit, reach 5 ft., 1 target. Hit: 15 (3d10) Necrotic Damage.

Guiding Bolt. Ranged Spell Attack: +8 to hit, reach 120 ft., 1 target. Hit: 12 (4d6) Fire damage. 
Ray of Sickness. Ranged Spell Attack: +8 to hit, range 60 ft., 1 target. Hit: 8 (2d8) Poison damage.
Ray of Enfeeblement. Ranged Spell Attack: +8 to hit, range 60 ft., 1 target. Target deals only half damage with STR-based attacks. 
Fire Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., 1 target. Hit: +10 (2d10) Fire damage.

Bonus Actions

Spells. sanctuary

Harness Divine Power. Once per Long rest, you expend a use of your Channel Divinity to regain one expended spell slot of up to level 2

Reactions

Spells. absorb elements, feather fall, shield, Sudden Slide

Law of Spiders. When an ally within 60 ft. of you falls to zero hit points, Beath can use their reaction to take (X) amount of Necrotic damage (ignoring Resistance and Immunity) and gift their ally temporary hit points equal to the damage taken. 

Description

Baeth was a cleric and member of the Order of the Burning Dawn. He was killed by the gold dragon Aurinax, and his body was pushed into the volcanic depths of Waterdeep mountain. His corpse came to rest on forgotten walkways deep in the lava-filled caverns below. Servants of the Great Balor Belaphos found him. Belaphos turned him into an undead wraith and improved his existing metal exoskeleton.

Undead Nature. Beath, The Black Machine does not require air, food, drink, or sleep.

TheBrokeViking331

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