Gyroscopic Midsection. Enemies attacking the Annihilation Automaton V0.1 - Turret do not get the benefit of Flanking.
Piloted Mecha. The Annihilation Automaton V0.1 - Turret requires a creature to pilot it. While the Automaton is active, the pilot is under Full Cover, cannot be targeted by spells requiring sight, and is shielded from AOE spell effects.
Magic Resistance. The Annihilation Automaton V0.1 - Turret has advantage on saving throws against spells and other magical effects.
Immutable Form. The Annihilation Automaton V0.1 - Turret is immune to any spell or effect that would alter its form.
Prototype Errors. The Annihilation Automaton V0.1 - Turret has exposed arm and leg joints, each with an AC of 16 and 40 HP. If targeted, the damage doesn't transfer to the Automaton, but they will lose the weapon functions if an arm is destroyed, and 5 feet of movement per leg destroyed.
Multiattack. The Annihilation Automaton V0.1 - Turret can make three attacks with its Eviscerator or Arm-Cannon.
Eviscerator. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (1d12 + 7) slashing damage.
Arm-Cannon. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 10 (1d10 + 5) piercing damage.
Emergency Override. When the Annihilation Automaton V0.1 - Turret is brought to 0 HP, the pilot can choose to sacrifice their own HP to heal the Automaton for the amount sacrificed.
Description
An experimental driver-operated automaton designed for combat situations. It comes armed with a tech blade, arm-cannon, and state-of-the-art directional movement.
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