Piloted Mech. If the mech pilot is removed from the construct, the mech is rendered unconscious. While inside the mech, the pilot has total cover from spells and attacks.
Immutable Form. The mech is immune to effects that would alter its form.
Magical Construct. All attacks made by the mech are considered magical.
Indomitable (2/per Short Rest). The mech can reroll a saving throw that it fails. It must use the new roll.
Multiattack. The mech makes two attacks of its choice.
Heavy Fists. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (3d6 + 5) bludgeoning damage and the target must make a DC 17 Strength saving throw. On a failed save, the mech can choose to either knock the target 10 feet back or make it unable to take reactions until the beginning of the mech's next turn.
Shattering Strike (Recharge 5-6). The mech briefly empowers its pistons, then releases the built up tension in a destructively powerful strike against a creature within 5 feet of it. The chosen creature must make a DC 17 Strength saving throw. On a failed save, a creature takes 31 (8d6 + 5) bludgeoning damage and suffers a permanent -2 reduction to its AC. This reduction is cumulative, but cannot drop a creature's AC to below a 10. On a successful save, a creature takes half damage and suffers no other effects.
Quick Repair (2/per Short Rest). As a bonus action, the mech regains 19 (1d10 + 15) hit points.
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