b'Mechanical Artillerist \n'b'  Large   construct ,  unaligned  \n'b'  Armor Class  17 (natural armor)  Hit Points  114 (12d10 + 48)  Speed  40 ft.\n'b' STATS STR: 19 (+4) DEX:  18 (+4)  CON:  18 (+4)  INT:  3 (-4)  WIS:  12 (+1)  CHA:  1 (-5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine  Damage Immunities  poison  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned   Senses   darkvision  60 ft., passive  Perception  11  Languages  understands Common but can\xe2\x80\x99t speak  Challenge  7 (2,900 XP)  Proficiency Bonus  +3 \n'b' SPECIAL TRAITS \n'b'\n'b'  Constructed Nature . The artillerist doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'  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. \n'b'  Sensitive Components . Extreme temperatures can interfere with the mechanical artillerist\xe2\x80\x99s engine. When the artillerist takes cold damage, it doesn\xe2\x80\x99t 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\xe2\x80\x99s next turn. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The artillerist makes two attacks. \n'b'  Piston .  Melee Weapon Attack : +7 to hit, reach 10 ft., one target.  Hit : 17 (2d12 + 4) bludgeoning damage. \n'b'  Artillery Shell .  Ranged Weapon Attack : +7 to hit, range 30/120 ft., one target.  Hit : 17 (2d12 + 4) piercing damage. \n'b'  Barrage (Recharge 4-6) . The artillerist makes up to three artillery shell attacks, each against a different target. \n'b'\n'b' Alternate Abilities \n'b' You can create variant mechanical artillerists by replacing its Barrage action with one of the following alternate  actions . \n'b'\n'b'  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. \n'b'  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. \n'b'  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\xe2\x80\x99t being worn or carried. \n'b'\n'b' ABOUT \n'b' In contrast to their uniform engines, artillerists\xe2\x80\x99 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. \n'b' 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\xe2\x80\x99s forward shield, one designated as the primary assault weapon, and one in the rear, loaded with a variety of long-range missiles.'