Mechromancer (5e Creature)
Mechromancer (Partial Graft)[edit]
Medium humanoid (half-elf), chaotic neutral Armor Class 16 (natural armour)
Saving Throws Str +4, Int +4 Nano Regeneration. The mechromancer gains temporary hit points equal to its Constitution modifier on any roll of 17 or above. Blink Drive. If the mechromancer rolls a 1 on an attack roll, it may cast the blink spell as a bonus action. ACTIONSMultiattack. The mechromancer makes two attacks: one with its arm blade and one with its arm cannon, choosing from the options below. Arm Blade. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 5 (1d8 + 3) piercing damage. Arm Cannon - Fire Plates. Ranged Spell Attack: +2 to hit, range 120 ft., one creature. Hit: 3 (1d10) fire damage. Arm Cannon - Frost Cannon. Melee or Ranged Spell Attack: +2 to hit, reach 10 ft., or range 60 ft., one creature. Hit: 3 (1d8) cold damage. Arm Cannon - Shock Gauntlet. Melee Spell Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d8) lightning damage. Arm Cannon - Acid Ejector. Ranged Spell Attack: +2 to hit, range 60 ft., one creature or two creatures within 5 feet of each other. Hit: 3 (1d6) acid damage.
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An artisan, skilled in grafting warforged technology to their own body. The grafts utilize a carbon-based matrix for armor and a strange metal composite for weapons |
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