Blinksy Protection Subsystem. Blinksy's Mech of Fun is equipped with an adamantine/mithril composite exoskeleton and a localized anti-magic pilot protection barrier. While Blinksy is within his Mech of Fun, all attacks that would bombard Blinksy's mind or body must go through the mech's Protection Subsystem first. Blinksy cannot be targeted with an attack or affected by a spell of any kind until his mech's hitpoints hit 0.
Thermodiversion Auto Repair Subsystem. Whenever the Mech of Fun is subjected to fire damage, it redirects the thermo-energy to weld and solder damaged external and internal components. The Mech of Fun takes no damage and instead regains a number of hit points equal to the fire damage dealt.
Crazy Mordenkainen's Fun Momentum Sustaining Subsystem. The Mech of Fun's exoskeleton is doped with trace amounts of enchanted blood that is found in common polymorphic destination species. This confuses polymorphing magic allowing the Mech of Fun to be immune to any spell or effect that would alter its form.
Exomagic Avoidance Assistance Subsystem. The Mech of Fun is equipped with advanced magic detection crystal arrays. The Mech of Fun has advantage on saving throws against spells and other magical effects.
Sparkly Weapon Subsystem. The Mech of Fun's weapon attacks are magical.
Brotherhood Communication Interface. The Mech of Fun hosts a BCI endpoint. This allows other BCI-friendly platforms to externally interface with the Mech of Fun's internal systems. The BCI is theoretically 100% secure from outside intrusion.
Multiattack. Blinksy can make two attacks while in his Mech of Fun. One Fun Blade attack and one Fist Bump attack.
Fist Bump. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
The Not-very-foam-like Foam Sword. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) slashing damage.
Blinksy's Space Heater (Recharge 5-6). The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one.
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