Medium Humanoid, Lawful Evil
Armor Class 18 Reinforced Half Plate
Hit Points 123 (13d8 + 65)
Speed 30 ft.
STR
18 (+4)
DEX
12 (+1)
CON
20 (+5)
INT
16 (+3)
WIS
13 (+1)
CHA
14 (+2)
Saving Throws STR +7, CON +8, INT +6
Skills Arcana +6, Athletics +7, Intimidation +6, Perception +4
Gear Reinforced Half Plate, Breach Hammer, Bastion Command Key
Senses Passive Perception 14
Languages Common
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Bastion Commander. The Breachmaster has advantage on saving throws against being frightened while within 30 feet of a friendly Bastion Construct.

Siege Engineer. The Breachmaster has advantage on Intelligence checks relating to constructs, siege weapons, arcane machinery, and the Veilbreaker.

Prototype Integrity Disengaged. The first time the Breachmaster is reduced to 60 hit points or fewer, he begins overloading the Veilbreaker. At the end of each round, the overload counter decreases by 1, beginning at 4. When the counter reaches 0, the Veilbreaker explodes. Each creature in the Testing Chamber must make a DC 15 Dexterity saving throw, taking 22 (4d10) force damage on a failed save, or half as much damage on a successful one. The overload ends if the Veilbreaker is disabled before the counter reaches 0.

Last Order. The first time the Breachmaster is reduced to 20 hit points or fewer, he orders the destruction of the Bastion's research. If an allied Arcane Operator is conscious, the Operator immediately begins moving toward the Blueprint Room and attempts to destroy the Bastion's plans.

Actions

Multiattack. The Breachmaster makes two Breach Hammer attacks.

Breach Hammer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage plus 2 (1d4) force damage.

Breaching Strike (Recharge 5–6). The Breachmaster drives his hammer into the ground, releasing a violent wave of concussive force in a 15-foot cone. Each creature in that area must make a DC 15 Strength saving throw. On a failed save, a creature takes 13 (3d8) bludgeoning damage and has the Prone condition. On a successful save, the creature takes half as much damage only and isn't knocked Prone. Objects and structures in the area take double damage from this attack.

Bonus Actions

Command the Engine. The Breachmaster issues a command to the Bastion's constructs or the Veilbreaker. Choose one of the following effects:

Advance. One allied Bastion Construct within 60 feet of the Breachmaster can move up to half its Speed without provoking Opportunity Attacks.

Brace. One allied Bastion Construct within 60 feet gains a +2 bonus to AC until the start of the Breachmaster's next turn.

Rotate. The Veilbreaker rotates its targeting mechanism up to 45 degrees.

Charge. The Veilbreaker immediately advances one stage of its firing sequence. The Breachmaster can't use Charge on two consecutive turns.

Reactions

Interpose. When the Breachmaster is hit by an attack while an allied Bastion Construct is within 5 feet of him, he commands the construct to intercept the attack. The construct becomes the target instead. The original attack roll is compared against the construct's AC.

This is one of his most important abilities because of your seven-player action economy. His constructs effectively function as his bodyguards.

Legendary Actions

The Breachmaster can take 2 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. The Breachmaster regains spent legendary actions at the start of his turn.

Reposition. The Breachmaster moves up to 15 feet without provoking Opportunity Attacks.

Hammer Strike. The Breachmaster makes one Breach Hammer attack.

Bastion Order (Costs 2 Actions). One allied Bastion Construct within 60 feet of the Breachmaster can move up to half its Speed and make one attack.

With seven PCs, I definitely want those legendary actions. They're not there to turn him into an ancient-dragon-level enemy; they're there so he gets to participate between seven player turns.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Bastion Breachmasters are heavily armoured siege commanders entrusted with the operation and protection of the Bastion's most dangerous weapons. Trained as both warriors and engineers, they command constructs and arcane siege machinery with ruthless efficiency.

The Breachmaster responsible for the Veilbreaker considers the weapon more important than his own survival. Clad in reinforced armour and carrying a massive arcane Breach Hammer, he directs the Bastion's defenders while personally crushing anyone who reaches the weapon.

Veil energy pulses through channels carved into his armour and hammer. As the Veilbreaker charges, these channels glow with the same unnatural violet light emanating from the machine.

If defeat becomes inevitable, the Breachmaster will destroy the Veilbreaker, the Bastion's research, and himself rather than allow the weapon to fall into enemy hands.

Lair and Lair Actions

The Veilbreaker Testing Chamber

The Breachmaster commands the Bastion from within the Veilbreaker Testing Chamber, a vast industrial chamber dominated by the prototype siege weapon. Arcane conduits carry unstable Veil energy through the floor and into the weapon's core.

Lair Actions

On initiative count 20 (losing initiative ties), the Veilbreaker advances one stage of its firing sequence:

Charge. Violet energy begins gathering within the Veilbreaker's core. The machinery emits an increasingly violent hum.

Target. A 120-foot-long, 10-foot-wide line of violet energy appears along the Veilbreaker's firing path. Creatures can clearly see the area that will be struck.

Fire. The Veilbreaker fires along the targeted line. Each creature in the line must make a DC 15 Dexterity saving throw, taking 27 (6d8) force damage on a failed save or half as much damage on a successful one. The Veilbreaker then returns to the Charge stage.

The Breachmaster's Command the Engine bonus action can alter or accelerate this firing sequence.

Monster Tags: brute

Habitat: UnderdarkUrban

lockymarkham

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