Immutable Form. The tank itself is immune to any spell or effect that would alter its form.
Steel Plating. The tank has a Damage Threshold of 15, any damage dealt below that threshold instead does no damage.
Antimagic Cone. The tank's central turret creates an area of antimagic, as in the antimagic field spell, in a 150-foot-cone. At the start of each of its turns, the tank decides which way the cone faces and whether the cone is active.
Crewed. The tank is crewed by a team of 3 men. As default, these men use the 5e Veteran stats. Nondamaging spells that don't require the caster to see their target will effect the crew instead of the tank, and each member must make a separate save using their own stats. While crewed, the tank uses the mental stats (INT, WIS, CHA) of the crew.
Mount. Up to 3 Medium or Smaller creature's can use the tank as a mount at a time, and have their own initiative separate of the tank.
Crushing Wheels. The tank can move through the space of any Medium or smaller creature.When it does, the creature must succeed on a DC 13 Dexterity saving throw or take 18 (2d10+8) bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 18 (2d10+8) bludgeoning damage.This trait can't be used against a particular creature more than once each turn.
Multiattack. The tank makes three Gatling Gun attacks.
Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 22 (3d8 + 8) bludgeoning damage.
Main Cannon. Ranged Weapon Attack: +13 to hit, reach 60/240 ft., one target. Hit: 44 (6d12 + 8) piercing damage.
Gatling Gun. Ranged Weapon Attack: +13 to hit, reach 60/240 ft., one target. Hit: 18 (1d10 + 8) piercing damage.
Disrupting Charge (Recharge 5–6). The tank discharges an explosive blast on any point within a 120ft range. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Constitution saving throw. A target takes 8d10 thunder damage on a failed save, or half as much damage on a successful one. Any Concentration Checks to maintain a spell effect after taking damage from this attack are made with Disadvantage.
The tank can take 2 legendary actions, using the Gatling Gun option below. It can take only one legendary action at a time and only at the end of another creature’s turn. The tank regains spent legendary actions at the start of its turn.
Gatling Gun. The tank uses one gatling gun attack.
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