Medium Construct, Unaligned
Armor Class 14 Natural Armor
Hit Points 54 (6d10 + 18)
Speed 40 ft., Climb 40 ft.
STR
16 (+3)
DEX
8 (-1)
CON
16 (+3)
INT
10 (+0)
WIS
10 (+0)
CHA
5 (-3)
Saving Throws STR +6, CON +6
Skills Stealth +4
Damage Resistances Acid, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Senses Tremorsense 60, Passive Perception 13
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Battle Forged. The Mecha does not need to eat, drink, or sleep. It is made for combat and cannot be intimidated, or persuaded. It does have a mind of it's own, kind of like a war-forged.

Hard to escape. The Mecha's "control zone" is 10 ft instead of 5. So, if you are 10 ft away and try to move away, the Mecha gets an opportunity attack against you. On all opportunity attacks, it gets advantage, and if it hits, the creature's move action is cancelled, alongside it taking 2d10 + 4 slashing damage. You cannot disengage the Mecha with a regular action, you must use a feat, magic item, or a spell. 

Spinning blades. On it's head, the Mecha has two spinning blades. What these do, at the beginning of the Mecha's turn, every creature within 10 ft takes 15(2d10 + 4) Slashing damage on a hit, with + 5 to hit.

Actions

Ram. Melee Attack: +4 to hit, reach 55 ft., _ _targets. Hit: 15 (2d10 + 4) [Bludgeoning] damage. Rams forward up to 50 ft to hit a target. Every creature, ally or enemy, that it passes within 10 ft of, gets sliced by it's blades and those things take 15(2d10 + 4) [Slashing] damage on a hit, + 5 to hit. Does not hit the creature it is ramming into with it's blades.

Slash. Melee Attack: +5 to hit, reach 10 ft., 1 target. Hit: 15 (2d10 + 4) [Slashing] damage. 

Ramp up. Weapon Ability: The Mecha heals 10, then on it's next turn, it's attacks have advantage.

Bonus Actions

Repair. Heal 5 health or fix a broken body part. (Blade, leg)

Jump. Jumps 30 ft somewhere, and if it lands on someone, they take 5 (1d10) Bludgeoning damage.

Description

A Mecha made for war, one of the smaller ones. It has two spinning blades on it's head and has a mind of it's own. It attacks the person it sees as the biggest threat (whoever has the most hit-points. If it is a tie, attacks with highest armor class instead. If it is a tie, attacks the person with the biggest weapon. If it is a tie, roll a die to see who it is attacking.) and slices anyone who gets in it's path. If you are the party tank and you see this, you are in trouble. If takes more than 20 damage from one attack, loses a blade or a leg. It has 8 legs, if you didn't know, and each set of legs is + 10 movement speed. Take out one leg, the one on the other side doesn't work. Take out a blade, and all the slashing damage it deals is halved. Take out both blades, and it cannot deal slashing damage.

Habitat: CoastalForestGrasslandHillUnderdarkUrban

Sainbanguard

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