naboot aura. any construct that starts its turn within 40 feet of the mech regains 25 hit points.
flyby. The mech doesn't provoke opportunity attacks when it flies out of an enemy's reach.
magic weapons. the mech weapons attacks are magical.
Magic Resistance. The mech has advantage on saving throws against spells and other magical effects.
Legendary Resistance (2/Day). If the mech fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. The mechs spellcasting ability is charisma (spell save DC 20, +12 to hit with spell attacks). It can innately cast the following spells, requiring no components:
at will: Gust, skywrite,
3/day: wind wall, storm sphere, thunder step.
1/day: whirlwind, maelstrom,
Multiattack. the mech makes two lighting blast attacks, and uses thunder wave and uses buffet.
lighting blast. Ranged Weapon Attack: +12 to hit, range 300/600 ft., 1 target. Hit: 29 (6d6 + 8) lighting damage, and the target can take reactions.
thunder wave. the mech fires a sonic boom. every creature in a 10-foot-radius, 40-foot-long cylinder centered on the mech must make a DC 20 contusion saving throw or take 27 (6d8) thunder damage, and be defended, on a successful saving throw the target takes half damage and is not defended.
buffet. the mech chooses one creature within 200 feet of, and moves it up to 60 feet in any direction, an unwilling target must make a DC 20 strength saving throw, a huge of larger creature as advantage on the saving throw.
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