Trained Necromancers can become Mechromancers through the use of any of Ms. Sánchez’ Forges. The process is incredibly painful and not known to be reversible; those undergoing the process cease to be humanoid or even living, though they are still sentient. All organic matter is transmuted into suitable mechanical replacements. When a Necromancer becomes a Mechromancer, they retain all of their statistics except those noted below.

Ability Scores

A Mechromancer’s Dexterity score becomes 10 and Constitution score becomes 20 (HP adjusts accordingly). Mechromancers automatically fail Swim checks and have advantage on Strength checks to resist being displaced against their will. Their carrying capacity and lifting weight are also tripled.

Armor Class

Armor class for a Mechromancer is 18 (natural armor) and cannot be modified through non-magical means. Treat the Mechromancer as though they are wearing plate armor with which they are proficient.

Body Type

Regardless of original creature type, a Mechromancer is considered a construct, weighs three times its original weight, and does not need to breathe, eat, or sleep. In lieu of true sleep, a Mechromancer may enter “sleep mode” in order to regain spells, though they do not regain HP for short or long rests. Healing spells do not affect Mechromancers and they cannot cast them.

Lightning Absorption

Whenever the Mechromancer is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.

Thermal Vision

As a bonus action, a Mechromancer may alter their visual systems in order to see into the infrared spectrum, granting them thermal vision. While in this mode, the Mechromancer has disadvantage if exposed to bright light sources.

R.O.B.O.T. (Reanimated Organic Basic Optimization Technology) Creation

Mechromancers lose the ability to create or control undead through magic. Animate dead and any similar spells are replaced with roboticize dead and equivalents. These spells act the same as their counterparts (assuming the Skeleton Template, and including the Necromancy specialization buffs), with the following exceptions:

  • R.O.B.O.T. minions have base (pre-specialization buffs) 20 HP, 16 AC, 15 Strength, 10 Dexterity, Lightning Absorption, and the Body Type changes listed above.
  • Roboticize dead and its ilk have a material component: an item worth 50 gold or 50 pounds of metal unless the corpse is already a R.O.B.O.T. or made of metal.
  • If five or more R.O.B.O.T.s are destroyed within a short span of time near each other, they give rise to a lightning elemental which behaves independently of the Mechromancer.

Misc. Other Things like Familiars

We’ll address it when it comes up. -VB


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