Heavily Armored. Bludgeoning, piercing, and slashing damage that the MEC takes from nonmagical, nonadamantine weapons is reduced by 10.
Reactive. The MEC can take one reaction on every turn in a combat.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage. The target must make a Strength saving throw (DC 15) or be pushed 10 ft. away from the MEC.
Mag Cannon. Ranged Weapon Attack: +7 to hit, range 120/200 ft., one target. Hit: 24 (3d12 + 5) piercing damage.
Micro Missiles (Recharges on long rest). The MEC fires a spread of small missiles over an area. Each creature within a 20 ft. sphere must make a DC 15 Dexterity saving throw. On a failed save, the creature takes 27 (6d8) fire damage. On a successful save, the creature takes half as much damage.
Suppression. As an action, the MEC lays a hail of suppressive fire over a 15 ft. radius sphere. Creatures within the sphere make ranged attack rolls with disadvantage. The MEC makes a ranged attack of opportunity with disadvantage against any creatures that move within the sphere.
Comments