Large Construct, Unaligned
Armor Class 16 (natural armor)
Hit Points 210 (20d10 + 100)
Speed 30 ft.
STR
24 (+7)
DEX
9 (-1)
CON
20 (+5)
INT
3 (-4)
WIS
11 (+0)
CHA
1 (-5)
Damage Immunities Poison, Psychic
Senses Darkvision 120 ft., Passive Perception 10
Languages Understands the languages of its creator but can't speak
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Ligtning Vulnerabiltiy.  Each time the Unfinished Mecha Mogul MK1.5 takes lightning damage, it must make a Constitution saving throw or be stunned until the the start of its next turn.

Magic Resistance. The Unfinished Mecha Mogul MK1.5 has advantage on saving throws against spells and other magical effects.

Magic Weapons. The Unfinished Mecha Mogul MK1.5's  weapon attacks are magical.

At 50% health points or less, Unfinished Mecha Mogul MK1.5 starts to gush oil and engine fluids, covering a large area of the floor with flammable fluid. 

Actions

Unfinished Mecha Mogul MK1.5 can choose between one of the four following attacks on each of its turn.

1) Rocket Barrage. Each creature within 100 feet of Unfinished Mecha Mogul MK1.5 must make a 14 DCDexterity saving throw and take 2d10 fire damage or half as much on a secsessful save.

2) Flamethrower. Each creature in a 15-foot cone must make a 14 DC Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.

3) Gas Gernade. Launch a grenade that explodes to create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.
Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw.

4) Incite Greed. Unfinished Mecha Mogul MK1.5 present a gem choose any number of creatures within30 feet that can see it. Each target must succeed on a 14 Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feel of you, it cannot move, but simply stares greedily at the gem you present.

As a bonus action, Unfinished Mecha Mogul MK1.5 may make a Shoulder Cannon and or a Giant Saw Blade attack assuming their respective legendary action was taken since its last turn.

Shoulder Cannon. Ranged Weapon Attack: +7 to hit, reach 120 ft., one target. Hit: 20 (3d8 + 5) bludgeoning damage.

Giant Sawblade. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 23 (2d10 + 5) slashing damage.

 

Legendary Actions

1. Shoulder mounted cannon takes aim at a target following your every movement. 

2. Giant Sawbade starts to wind itself up with a series of rapid clicks in a counter clockwise motion.

3.  +7 to grab. Athletics or acrabatics check contest the golem or restrained and suffer 2d8 lighting damage and lose reactions until start of next turn. 

4. Magnetize one of the 4 pillars in the room. Any metal weapon or character wearing armor in a 30ft range needs to make a 14 DC Strength Saving throw or be restrained to the pillar. Character can repeat this throw at the start of each of their turns, or until another pillar is magnetized. 

SyggRiverGuide

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