Pilot controlled. The Mech itself is not a being. There for it takes on the Wisdom, Intelligence, and Charisma of the pilot. If the Mech is destroyed, the pilot will still be alive at 1 hp. If the pilot gets out of the Mech the pilot will return to its max hit points or the current hit points of the Mech, whichever is lower.
Immutable Form. The Mech is immune to any spell or effect that would alter its form.
Magic Resistance. The Mech has advantage on saving throws against spells and other magical effects.
Multiattack. The Battle Mech makes two attacks. One Chromatic gun attack and either one Claw attack or one Flamethrower attack.
Chromatic Gun Attack. Range Weapon Attack: +9 to hit, reach 90 ft., up to three targets. Hit: 13 (3d8) [damage type]. The Chromatic gun shoots 3 orbs. Roll a d6 per orb to determine the damage type. 1: Acid, 2: Cold, 3: Fire, 4: Lightning, 5: Poison, 6: Thunder.
Claw Attack. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage. The Battle Mech will try to grapple the target.
Flamethrower (Recharge 5–6). The Battle Mech sprays fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.
Grapple. If the Battle Mech is the target of a melee attack with a maximum range of 5 ft., it can use its reaction to try grappling. This is only possible if no other creature is grappled.
The Battle Mech can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Battle Mech regains spent legendary actions at the start of its turn.
Poison Canisters (3 per day). The Battle Mech picks a point and throws a small explosive. If it lands on a tile a creature stands on, it takes 2d8 force damage. Once it explodes, a poisonous gas spreads in a 15-foot radius. Each player must make a DC 17 Constitution save or lose their actions coughing and take 2d6 poison damage.
Throw. A grappled creature is thrown up to 30 ft. It must succeed a DC 16 Dexterity saving throw. On a failed safe, the creature takes 3d6 bludgeoning damage. If the safe throw failed with a difference greater than 5, the creature also falls prone. On a successful safe, no damage is taken and the creatures does not fall prone.
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