Medium Construct, Lawful Neutral
Armor Class 18 (natural armor)
Hit Points 135 (18d8 + 54)
Speed 25 ft.
STR
16 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
20 (+5)
WIS
16 (+3)
CHA
15 (+2)
Saving Throws INT +10, WIS +8
Skills Arcana +10, History +10, Investigation +10
Damage Resistances Lightning, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Petrified, Poisoned
Senses Darkvision 120 ft., Truesight 15 ft., Passive Perception 13
Languages All
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Reanimation Protocol. When the technomancer's hit points are reduced to zero it makes a DC 10 constitution saving throw, on a success it reassembles itself and regains 40 (9d8) hit points. Each time the technomancer uses this feature after the first, the DC increases by 5. When it finish a short or long rest, the DC resets to 10.

Immutable Form. The technomancer is immune to any spell or effect that would alter its form.

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

Canoptek Control Node. Friendly canoptek creatures within 30 ft. of the technomancer get a +1 bonus to attack roll.

Living Metal. The technomancer regains 10 hit points at the start of its turn. If the technomancer takes acid damage, this trait doesn't function at the start of the technomancer's next turn. The technomancer dies only if it starts its turn with 0 hit points and doesn't regenerate.

Dynastic Advisor. The technomancer is a grand advisor to the ruling phaeron, granting them some command over the vast legions. All friendly creatures within 120 feet of the technomancer and can see it can't be surprised and gain advantage on ability checks. 

Rites of Reanimation. Whenever the technomancer casts a spell that allows it to heal or resurrect a creature, it can affect a construct even if the spell specifies it can't. The technomancer can only cast healing spells on constructs.

Spellcasting. The technomancer is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The technomancer can cast detect magic and enhance ability at will and has the following spells prepared:

Cantrips (at will): light, mage hand, mending, message, prestidigitation

1st level (4 slots): bless, command, healing word, identify

2nd level (3 slots): augury, mirror image, zone of truth

3rd level (3 slots): dispel magic, haste, revivify

4th level (3 slots): freedom of movement, resilient sphere, sickening radiance

5th level (3 slots): holy weapon, scrying, synaptic static

6th level (1 slot): heal

7th level (1 slot): teleport

8th level (1 slot): antimagic field

9th level (1 slot): mass heal

Actions

Multiattack. The technomancer makes three ranged attacks or one melee attack with its staff of light.

Staff of light. Ranged Weapon Attack: +10 to hit, range 45 ft./ 90 ft., one target. Hit: 22 (4d10) radiant damage. A creature hit this attack glows with light until the start of the technomancers next turn, attacks against the glowing creature have advantage as long as the attacker can see them.

Staff of Light. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, plus 11 (2d10) radiant damage. A creature hit by this attack must make a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns ending the effect on a  success.

Bonus Actions

Canoptek Cloak. As a bonus action the technomancer can fly up to 60 feet towards a friendly construct. If the technomancer ends its movement within 5 feet of the construct they can wrap them in their cloak causing them to regain 15 hit points.

Previous Versions

Name Date Modified Views Adds Version Actions
9/23/2025 12:53:14 AM
24
13
1.0
Coming Soon

Habitat: DesertUnderwater

IsaiahGK

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