Huge Construct, Neutral
Armor Class 17 (natural armor)
Hit Points 171 (18d10 + 72)
Speed 40 ft.
STR
24 (+7)
DEX
14 (+2)
CON
24 (+7)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Damage Resistances Bludgeoning; Piercing and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Fire, Necrotic, Poison, Psychic
Senses Blindsight 160 ft., Passive Perception 16
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Magic Resistance. The tank has advantage on saving throws against spells and other magical effects.

Ramming Speed. If the tank moves at least 20 feet straight toward a creature and then hits its Ram attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the tank can make one ram attack against it as a bonus action.

Overclock (Evolve Trait; Recharges after a Short or Long Rest). If the tank is reduced to 0 hit points, it doesn't die or fall unconscious. Instead, it evolves becoming legendary if it isn't already, regains half its max hit points, and moves up to its speed without provoking opportunity attacks.

Actions

Multiattack. The tank makes two attacks: one with its Ram and one with its canon.

Ram. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeon damage.

Canon. Ranged Attack: +8 to hit, range 1200 ft., one creature. Hit: 22 (4d10) piercing damage.

Bonus Actions

Turret. If a medium to small humanoid with a intelligence of at least 6 uses its action on each of its turns to man the turret, the tank can use this bonus action to make a Ranged Attack: +8 to hit, range 45 ft., one creature. Hit: 9 (2d8) piercing damage.

Reactions

Absorbing Armor. When the tank takes lightning damage or damage from a spell, the tank takes only half the triggering damage. The next attack the tank makes with its canon deals extra damage of the same type equal to the half the triggering damage.

Legendary Actions

Legendary Reactions. If the Tank's evolve trait is active, the tank can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used 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.

Rush. The tank move up to 15 ft. and makes a ram attack.

Charge Shot. The tank gains 15 temporary hit points. The next time the tank makes a canon attack it loses all its temporary hit points and on a hit deals additional damage equal to the the temporary hit points lost this way.

Engage Stabilizers. If the tank has the prone condition it removes it. The tank loses all movement speed and can't benefit from any bonus to it until the end of its next turn. All ranged attacks the tank makes are made with advantage until the end of its next turn.

Agrimma

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