Merric Gearspark: Necro-maton
Physical Description
- Merric Gearspark, the Necro-maton, stands as a testament to the fusion of magic and technology. His physical form, though reminiscent of his former tortle self, now transcends the limitations of flesh. Encased in a shell of gleaming obsidian and pulsating with arcane energy, his mechanical body exudes an aura of ominous power. Glimpses of intricate gears and glowing runes can be seen beneath the surface, hinting at the complexity of his construction.
- Somethign that should be noted however, is that his mechanical body is but one aspect of who he is now. In truth, Merric is actually the entire fortress that he calls home, having fully intergrated into the magical mechanical structure. To kill meric, one whould have to destroy the fortresses power core, which houses his soul and philactry, something not easily acomplished.
Personality and Motives
- Merric Gearspark embodies a complex personality that blurs the lines between ambition, pragmatism, and amorality. He exudes an air of detached superiority, viewing the struggles of lesser beings with a mixture of amusement and disdain. Despite his cold and calculating demeanor, there lies a charm and charisma that allows him to sway others to his will with ease. He is a master manipulator, adept at exploiting the desires and weaknesses of those around him to further his own goals.
- Driven by an insatiable thirst for power and knowledge, Merric's motivations are multifaceted. At his core, he seeks to transcend the limitations of mortality and achieve immortality through his mastery of necromantic technology. His fortress-like form serves not only as a symbol of his dominance but also as a means to harness the emotional energies necessary to sustain his existence. Merric views the world as a vast playground of opportunities, where alliances are forged and broken at a whim, and morality is but a fleeting concept in the pursuit of his own ascension. Ultimately, he cares little for the petty conflicts of mortals, for his sights are set on a far grander prize: the attainment of godhood itself.
Battle Tactics
- In battle, Merric Gearspark employs a combination of cunning strategy and overwhelming force to achieve his objectives. He begins by assessing the strengths and weaknesses of his adversaries, exploiting any vulnerabilities he can discern with his keen intellect. Utilizing his mastery of technomancy, he strategically positions himself to maximize the effectiveness of his abilities while minimizing the risk to his own mechanical form.
- Merric is not one to engage directly in combat unless absolutely necessary, preferring instead to manipulate the battlefield to his advantage. He relies heavily on his Clockwork Companions to harass and distract his foes, using its relentless assaults to keep them off balance while he orchestrates the flow of battle from a safe distance. Meanwhile, he leverages his potent magical arsenal to control the ebb and flow of the fight, employing spells and abilities with surgical precision to neutralize threats and exploit weaknesses.
Stats
- Armor Class: 22 (Natural Armor + Shield)
- Health Points: 300 (20d12 + 120)
- Speed: 30 ft.
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
18 (+4) | 14 (+2) | 20 (+5) | 24 (+7) | 16 (+3) | 20 (+5) |
- Resistance: Necrotic damage
- Immunity: Poison damage, Charm effects
Saving Throws: Strength +10, Dexterity +7, Constitution +12, Intelligence +15, Wisdom +11, Charisma +13
Skills: Arcana +15, History +15, Persuasion +13, Deception +13, Insight +11
Unique Equipment/Magic Items:
- Soul Reaver Gauntlet: A gauntlet embedded with dark gems that can drain the life force from enemies upon touch, healing Merric for a portion of the damage dealt.
- Crown of Dominance: A crown that enhances Merric's persuasive abilities, granting advantage on Charisma-based checks and saving throws.
- Clockwork Companion: A mechanical construct built by Merric, capable of assisting in combat and performing tasks as directed.
Abilities:
- Lichdom Technology: Merric's body is sustained by a fusion of necromantic magic and advanced technology. He has advantage on saving throws against spells and magical effects, and he cannot be aged magically.
- Emotional Siphon: Merric's machinery requires a constant stream of emotional energy to function. He can manipulate others into willingly offering their emotions to him, gaining temporary hit points equal to the amount of emotion siphoned.
- Master Artificer: Merric is a master craftsman, able to create powerful artifacts and magical items. He can identify and replicate magical items with ease, and he has advantage on checks related to crafting or repairing technology.
- Deal Maker: Merric is a skilled negotiator and manipulator, able to strike deals with almost anyone. He can offer tempting bargains in exchange for services or resources, and he has advantage on Persuasion and Deception checks when making deals.
- Technomancy: Merric can manipulate technology and magic in unique ways, such as enhancing his own abilities with cybernetic enhancements or creating powerful energy weapons.
Actions:
- Soul Drain (Recharge 5-6): Merric targets one creature within 30 feet, draining their life force with a dark energy beam. The target must make a DC 20 Constitution saving throw, taking 4d10 necrotic damage on a failed save, or half as much damage on a successful one. Merric regains hit points equal to the damage dealt.
- Clockwork Assault: Merric commands his Clockwork Companion to attack a target within 60 feet. The companion makes one attack with its mechanical claws, dealing 2d8 + 4 piercing damage on a hit.
- Overload: Merric overloads his machinery, releasing a burst of energy in a 30-foot radius centered on himself. Each creature in that area must make a DC 20 Dexterity saving throw, taking 5d10 force damage on a failed save, or half as much damage on a successful one. Additionally, any magical items within the area must make a DC 15 Constitution saving throw or become temporarily inert for 1 minute.
Spells
At Will
- Eldritch Blast (Cantrip): Merric unleashes a crackling beam of dark energy from his gauntlet, (6 beams, 1d10+5 each) dealing force damage to a target within range.
- Mage Hand (Cantrip): Merric manipulates objects with telekinetic force, allowing him to interact with his surroundings from a distance.
- Shield (Level 1): Merric erects a barrier of magical energy around himself, granting a +5 bonus to AC until the start of his next turn.
- Hold Person (Level 2): Merric immobilizes a humanoid creature he can see within range, freezing them in place with magical restraints.
- Ray of Enfeeblement (Level 2): Merric saps the strength from a creature he can see within range, reducing its damage with weapon attacks.
5 per day
- Counterspell (Level 3): Merric disrupts a spell cast by a creature within 60 feet, negating its effects and potentially causing the spell to backfire.
- Fireball (Level 3): Merric hurls a sphere of magical fire at a point he chooses within range, causing a fiery explosion that damages everything within its radius.
- Hypnotic Pattern (Level 3): Merric creates a twisting pattern of colors that mesmerizes creatures within range, incapacitating them as they become entranced.
- Blight (Level 4): Merric withers plants and creatures in a 30-foot radius, draining their vitality and causing necrotic damage.
- Dimension Door (Level 4): Merric teleports himself and up to one willing creature of his size or smaller to a location he can visualize within range.
- Power Word: Enslave: Merric targets one creature within 60 feet that he can see and hear. If the creature has 150 hit points or fewer, it must succeed on a DC 18 Charisma saving throw or be charmed by Merric for 24 hours or until Merric or his companions do anything harmful to it. Merric can have only one creature charmed at a time.
Once Per Day
- Power Word Kill (Level 9): Merric speaks a word of power that instantly kills a creature with fewer than 100 hit points.
Legendary Actions
Legendary Action: Subconscious Echoes
Tell:
A metallic chime rings out as silver static flickers across the chamber. Glitching projections of Merric—each from a different stage of his life—flicker into view, charging spells already seen.
Effect:
Merric summons 2–4 Echo Constructs within 30 feet. Each Echo mimics a previously used ability or spell and begins charging it.
- Echoes have Merric’s AC and 1 HP.
- At the start of Merric’s next turn, any Echo still active casts its stored ability (a casting of eldtritch blast).
- Echoes can be targeted and destroyed to prevent this.
Visual:
Each Echo glitches and twitches with mechanical instability, looping gestures and fragments of incantations from Merric’s past selves.
Hurricane Eye-
A swirling vortext of magic forms around Merric, effecting anyone not close to him.