Mechanical Artillerist

Large construct, unaligned

Armor Class 17 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 18 (+4) 18 (+4) 3 (-4) 12 (+1) 1 (-5)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages understands Common but can’t speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3

SPECIAL TRAITS

  • Constructed Nature. The artillerist doesn’t require air, food, drink, or sleep.
  • Final Detonation. When the artillerist is destroyed, its internal reservoir of black powder explodes. Each creature within 30 feet of the artillerist must make a DC 14 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
  • Sensitive Components. Extreme temperatures can interfere with the mechanical artillerist’s engine. When the artillerist takes cold damage, it doesn’t make a recharge roll on its next turn. If it takes fire damage, its next recharge roll is automatically successful. Once it has taken either fire or cold damage, this trait is disabled until the end of the artillerist’s next turn.

ACTIONS

  • Multiattack. The artillerist makes two attacks.
  • Piston. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (2d12 + 4) bludgeoning damage.
  • Artillery Shell. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 17 (2d12 + 4) piercing damage.
  • Barrage (Recharge 4-6). The artillerist makes up to three artillery shell attacks, each against a different target.

Alternate Abilities

You can create variant mechanical artillerists by replacing its Barrage action with one of the following alternate actions.

  • Shell Cannon (Recharge 4-6). The artillerist fires a single large shell in a 120-foot-long, 5-footwide line. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) piercing damage on a failed save, or half as much damage on a successful one.
  • Shrapnel Burst (Recharge 4-6). The artillerist launches a spray of small projectiles in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) slashing damage on a failed save, or half as much damage on a successful one.
  • Vent (Recharge 4-6). The artillerist vents a blast of pressurized heat from its internal engine chambers. Each creature within 10 feet of the artillerist must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. The blast ignites flammable objects in the area that aren’t being worn or carried.

ABOUT

In contrast to their uniform engines, artillerists’ exteriors can vary wildly. Many mechanical artillerists resemble angular, metallic versions of animals such as crabs, bears, and sometimes even humans. Some might bear a single stripe of shell-spewing cannons, while others release gouts of fire from every side.

Although most commonly encountered in isolation, mechanical artillerists might group together in small squads. In such cases, the constructs usually each bear a few variations and are given specific combat roles, with one artillerist designated as the group’s forward shield, one designated as the primary assault weapon, and one in the rear, loaded with a variety of long-range missiles.

Section 15: Copyright Notice

Battlezoo Bestiary (5E) © 2022, Skyscraper Studios, Inc.; Authors: William Fischer, Stephen Glicker, Paul Hughes, Patrick Renie, Sen.H.H.S., and Mark Seifter.

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