Large Construct, Any Alignment
Armor Class 16 (armor plating)
Hit Points 120 (15d10 + 30)
Speed 35 ft.
STR
24 (+7)
DEX
14 (+2)
CON
18 (+4)
INT
8 (-1)
WIS
8 (-1)
CHA
8 (-1)
Saving Throws STR +9, DEX +4, CON +6
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Exhaustion, Petrified, Poisoned, Unconscious
Senses Passive Perception 10
Languages ---
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

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.

Actions

Multiattack. The mech makes three attacks of its choice.

Hookclaw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 5) piercing damage and the mech can force the target to make a DC 17 Strength saving throw. On a failed save, the target is knocked prone.

Hookclaw Launcher. Ranged Weapon Attack: +9 to hit, range 30 ft., one target. Hit: 12 (2d8 + 5) piercing damage and the mech can force the target to make a DC 17 Strength saving throw. On a failed save, the target is pulled 15 feet towards the mech.

Bonus Actions

Quick Repair (2/per Short Rest). As a bonus action, the mech regains 19 (1d10 + 15) hit points.

Enhanced Pistons. As a bonus action, the mech takes the Dash action.

Habitat: Urban

Cowboycthulhu

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