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Mechanist

Medium · Humanoid · CR 2 · Chaotic Evil

Source. Black Flag SRD
Armor Class
15 (scale mail)
Hit Points and Hit Dice
60
Challenge Rating CR
2

Ability Scores

Core attributes and their modifiers.

STR
16
+3
DEX
12
+1
CON
12
+1
INT
20
+5
WIS
10
+0
CHA
10
+0

Overview

Category Monsters
Size Medium
Type Humanoid
Alignment Chaotic Evil
XP 450
Initiative Bonus +1

Movement

Walk 30 ft (9.1 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Passive Perception 10

Saving Throws

Strength +3 Dexterity +1 Constitution +1 Intelligence +5 Wisdom +0 Charisma +0

Languages

Common,plus any two languages

Traits

Tools of the Trade

The mechanist is proficient with tinker tools and doubles its proficiency bonus for any ability check it makes with tinker tools.

Actions

Light Crossbow

+3 to hit, range 80/320 ft (24.4/97.5 m). Hit: 1d8+1 piercing damage.

Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8+1) piercing damage.

Multiattack

The mechanist makes two Warhammer or Light Crossbow attacks.

Repair

Recharge 4–6

The mechanist touches one friendly Construct it can see. The target regains 5 (2d4) HP.

Warhammer

+5 to hit, reach 5 ft (1.5 m). Hit: 1d8+3 bludgeoning damage.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage, or 8 (1d10+3) bludgeoning damage if used with two hands.

Bonus Actions

Quick Creation

Recharge 4–6

The mechanist cobbles together various machine parts it is carrying and creates a Tiny Construct. The Construct obeys the mechanist's spoken commands. It uses the statistics of a solodron but it isn't a mechadron or part of the Plan. The mechanist can have up to two such Constructs under its control at one time. Each Construct remains for 1 minute, until the mechanist dies, or until the mechanist uses this bonus action again to dismiss one or both of them.

Reactions

Magnetic Pulse

When a creature the mechanist can see attacks it with a weapon made at least partially of metal while within 5 feet of it, the mechanist can release a magical, magnetic pulse. The attacker must succeed on a DC 13 DEX save or have disadvantage on the attack roll.

About Mechanist

Mechanist is a medium humanoid with a Challenge Rating of 2. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 15 and possesses 60 hit points (derived from None).

Mechanist has communication capabilities including Common,plus any two languages. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Mechanist

2 tips available

When using Mechanist in your D&D 5e campaign, consider these tactical approaches:

  • Mid-level Encounter: Ideal for parties levels 3-8 as solo or small groups
  • Terrain Advantage: Use terrain to offset moderate combat abilities

Player Guide: Facing Mechanist

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Moderate Threat: Prepare standard combat tactics
  • Tactical Advantage: Use terrain and positioning

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 2.

Solo Encounter:

A single character of level 4 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 600 XP
  • Hard: 900 XP
  • Deadly: 1,200 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Mechanist?
Mechanist has a Challenge Rating of 2, making it appropriate for parties of level 2.0.
What type of creature is Mechanist?
Mechanist is a Medium Humanoid, which affects how certain spells and abilities interact with it.
What languages does Mechanist speak?
Mechanist can communicate in Common,plus any two languages.

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