Large Construct, Any Alignment
Armor Class 18 (armor plating)
Hit Points 150 (15d10 + 50)
Speed 30 ft.
STR
24 (+7)
DEX
10 (+0)
CON
20 (+5)
INT
8 (-1)
WIS
8 (-1)
CHA
8 (-1)
Saving Throws STR +9, CON +7
Damage Immunities Acid, 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.

Mechanical Leap. The mech's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.

Actions

Multiattack. The mech makes two attacks of its choice.

Corrosive Tongue. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 8 (2d6 + 5) bludgeoning damage + 6 (1d12) acid damage.

Acid Spit (Recharge 5-6). The mech spits a glob of corrosive liquid at a point it can see within 30 feet of it. The glob explodes on impact, forcing each creature within 5 feet of it to make a DC 17 Dexterity saving throw. On a failed save, a creature takes 27 (5d10) acid damage. On a successful save, a creature takes half damage.

Bonus Actions

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

Habitat: Urban

Cowboycthulhu

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