Gargantuan Construct, Unaligned
Armor Class 30 (natural armor)
Hit Points 1000 (50d20 + 500)
Speed 40 ft., Fly 20 ft.
STR
30 (+10)
DEX
15 (+2)
CON
30 (+10)
INT
20 (+5)
WIS
20 (+5)
CHA
20 (+5)
Saving Throws STR +19, DEX +11, CON +19, INT +14, WIS +14, CHA +14
Damage Immunities Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 120 ft., Passive Perception 10
Languages --
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (3/Day). If Arwin's Mech fails a saving throw, it can choose to succeed instead.

Magic Resistance. Arwin's Mech has advantage on saving throws against spells and other magical effects.

Reflective Metal. Any time Arwin's Mech is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, Arwin's Mech is unaffected. On a 6, Arwin's Mech is unaffected, and the effect is reflected back at the caster as though it originated from Arwin's Mech, turning the caster into the target.

Siege Monster. Arwin's Mech deals double damage to objects and structures.

Actions

Multiattack. Arwin's Mech makes five attacks: one with its grab, two with its flamethrowers (one per hand), one with its stomp, and one with its smack.

Grab. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 36 (4d12 + 10) bludgeoning damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and Arwin's Mech can’t grab another target with that hand.

Stomp. Melee Weapon Attack: +19 to hit, reach 10ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.

Smack. Melee Weapon Attack: +19 to hit, reach 20ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or get launched 30 feet away.

Flamethrower. Arwin's Mech launches fire from it's hand in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one. If there is a creature being held within the hand of the arm the flamethrower is coming from, it automatically fails the save.

Legendary Actions

Arwin's 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. Arwin's Mech regains spent legendary actions at the start of its turn.

Attack. Arwin's Mech makes one stomp attack or smack attack.

Move. Arwin's Mech moves up to half its speed.

Monster Tags: Titan

RandomCaveOfMonsters

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