Medium Humanoid, Lawful Neutral
Armor Class 20
Hit Points 213 (17d10 + 119)
Speed 30 ft., Fly 40 ft.
STR
23 (+6)
DEX
18 (+4)
CON
24 (+7)
INT
18 (+4)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws STR +11, CON +12, INT +9, WIS +8
Skills Arcana +9, Athletics +11, Insight +8, Medicine +9, Perception +8
Damage Resistances Acid, Cold, Fire, Necrotic, Thunder
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing that is Nonmagical
Condition Immunities Paralyzed, Petrified, Poisoned
Senses Blindsight 15 ft., Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 20
Languages Common, Giant, Gnomish
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/Day). If Jakis fails a saving throw, he can choose to succeed instead.

Confounding Presence. An unexplainable aura surrounds Jakis, causing those around him to feel muddled and inferior. Hostile creatures that start their turn within within 10 feet of Jakis  or enter this space on a turn must succeed on a DC 17 Wisdom saving throw or else immediately suffer the effects of the Confusion spell for 1 minute. A creature that succeeds this saving throw is immune to this aura for 1 hour.

Champion of the Constructor (Mythic Trait; Recharges after a Short or Long Rest). When Jakis falls to 0 hit points, he doesn't die or fall unconscious. Instead, he regains 193 hit points and emits a wave of electricity; creatures within 30 feet of Jakis must make a DC 17 Constitution saving throw or take 4d8 lightning damage or half as much on success.

Actions

Multiattack. Jakis makes two Gunblade attacks followed by a Concussive Blast attack or one Gunblade attack and casts a spell.

Gunblade. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 18 (4d8) force damage.

Concussive Blast. Melee Weapon Attack: +11 to hit, reach 30 ft., one target. Hit: 10 (2d6+4) thunder damage. The target must make a DC 17 strength saving throw or be pushed back 10 feet.

Spellcasting. Jakis casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17):

At will: catapult, lightning lure, shocking grasp, word of radiance

3/day each: Shadow Blade, Vortex Warp, Counterspell

1/day each: globe of invulnerability, slow, spiritual weapon (6th level), teleport

Physioneurological Static (Recharge 5-6). Jakis unleashes a telepathic wave affecting all creatures in a 60 ft. cone. Each creature in the area must make a DC 17 Intelligence saving throw. On a failure, a creature takes 6d8 psychic damage and is stunned until the end of its next turn. On success, a creature takes half as much damage and is not stunned.

Bonus Actions

Deflective Aura. Jakis triggers defensive runes etched into his body, granting him 2d6+7 temporary hit points.

Reconstruct. Jakis harnesses the Constructor's gifts, recovering 4d8 hit points.

Reactions

War Caster. When a hostile creature's movement provokes an opportunity attack from Jakis, Jakis can use his reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Legendary Actions

Jakis can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Jakis regains spent legendary actions at the start of his turn.

Strike. Jakis makes one Gunblade or Concussive Blast attack.

Auto-Missile. Jakis emits 6 magical darts that home in on their targets. Choose 6 targets; each target takes 1d4+1 force damage. These darts can only be interrupted by the Shield spell.

Say That to My Face (Costs 3 Actions). Choose a creature that has attacked Jakis within the last round. Jakis and the target make a contested Wisdom roll. The loser is teleported, along with any equipment it is wearing and carrying, to an unoccupied space it can see within 5 feet of the winner. Jakis then makes a Gunblade attack against the target.

Mythic Actions

If Jakis’s mythic trait is active, he gains access to Thermal Venting as a legendary action for 1 hour after using Champion of the Constructor.

Thermal Venting (Costs 2 Actions). Jakis gains 1d4 temporary hit points per action, bonus action, or legendary action Jakis has taken since last use. Creatures within 30 feet of Jakis must make a DC 17 Constitution saving throw. On a failure, a creature takes an equivalent amount of fire damage; on success, a creature takes half as much damage. This damage bypasses resistance. If a creature fails by 10 or more, the creature suffers a point of exhaustion. On success, a creature takes half as much damage.

Lair and Lair Actions

Jakis’s Lair

One does not attain a position of power such as that of Chief Engineer Jakis without proving one's capability as an arcanist and an engineer. His workshop meticulously channels the Constructor to simultaneously flaunt his devotion and capabilities and defend him. Jakis's lair is strewn with arcanomechanical turrets that Jakis can use to defend himself and his faith. Each turret has 30 hit points and Jakis restores them to full health each dawn.

Lair Actions. On initiative count 20 (losing initiative ties), Jakis can take one of the following lair actions; Jakis can’t take the same lair action two rounds in a row:

Bolster Shields. Jakis and each turret gains 15 temporary hit points.

Fire Turrets. The arcane ballista turrets within Jakis's lair open fire on targets of his choice. Each turret makes a ranged spell attack against a target: +9 to hit, 2d8 force damage on hit.

Trigger Beacon. Randomly choose one beacon turret. Each creature within 60 feet is subject to the beacon's effect (DC 17) for the next round. Randomly select beacon effects from the following table:

1 The area is under the effects of the Darkness spell.
2 A toxic gas permeates the area. Creatures must succeed on a DC 17 constitution save or become poisoned. While affected by this poison, creatures take 1d4 poison damage at the start of their turn.
3 Violent tremors pass through the ground in the area. Creatures in the area when the effect begins and those who enter the area during their turn must succeed on a DC 17 dexterity save or be knocked prone.
4 Deafening thunder emits from the beacon. Creatures in the area must succeed on a DC 17 Constitution save or take 3d6 thunder damage and become deafened.
5 A mesmerizing display appears in the air above the beacon. Creatures in the area must succeed on a DC 17 Wisdom save or be affected by the Hypnotic Pattern spell.
6 A terrifying display appears in the air above the beacon. Creatures in the area must succeed on a DC 17 Wisdom save or be affected by the Fear spell.

 

Previous Versions

Name Date Modified Views Adds Version Actions
8/8/2024 1:05:16 AM
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8/14/2024 4:19:37 PM
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