Large Construct, Any Alignment
Armor Class 20 Mechanical Armor
Hit Points 173 (15d12 + 5)
Speed 20 ft.
STR
25 (+7)
DEX
10 (+0)
CON
20 (+5)
INT
10 (+0)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws STR +11, CON +9
Skills Athletics +11
Damage Vulnerabilities Thunder
Damage Resistances Cold, Lightning
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Passive Perception 12
Languages Common Common
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Darn he's comin'!. AME:006 starts running, ramping up speed as he goes. He starts with a humble speed of 40 feet doubling its speed every turn to a maximum of 300 feet per turn. After a speed of 150 feet per turn it takes him a whole action to stop.

Homerun. AME:006 can utilize his momentum almost perfectly to launch its targets (eg.: with a movement of 300ft. he can launch a 50 kg target with 330 km/h). 

Coal engine. AME:006 can only be active for 20 minutes at which point it must restock on coal or shut down until a further recharge.

 

Actions

Mulitattack. AME:006 makes 3 attacks.

Flexible-Internal-System-Traumatizer. Melee Weapon Attack: +7 to hit, reach 5 ft. Hit: 10 (1d8 + 7) physical damage. 

Anti-Concentration Shrapnel. AME:006 shoots 10 metal shrapnel at a target. Ranged Attack 30 ft. +2 to hit. Hit: 1 piercing damage. 3 shrapnel always hit. 

Anti-Flee Device. Ranged Attack: 60/120 feet. The target must make a DC:17 dexterity saving throw or take 1d12 piercing damage and be grappled. The target may try to escape by making a DC:17 strength saving throw, taking an additional 2d12 damage.
AME:006 can reel the device in 30 feet per turn. 
The chain can be broken by a DC 20 strength check.

Scarring Assault Weapon. Can only use on a grappled target. Takes one turn to set up. 
Melee Attack: guaranteed to hit. Deals 10d12 slashing damage every turn (costs 3 actions).

Anti-Skin Device. Melee Attack: 20 feet cone. AME:006 ejects boiling liquid at a target who must make a DC:15 dexterity saving throw. A target takes 4d12 fire damage on a failed save, or half as much damage on a successful one (costs 2 attacks).
Cooldown 5-6

Bonus Actions

Fishin'. As a bonus action AME:006 can reel in its target previously hit and grappled by the AFD.

Description

This exoskeleton is one of a kind at exterminating the empire's greatest enemies: mages.

With its incredible runtime of now 20 minutes not a single mage will be able to survive an encounter with our newest design. We added a few extra tools like the Anti-Flee Device to further decrease the chance of the wicked to escape or the Anti-Skin Device to increase the torture index. Such classics as the Anti-Concentration Shrapnel has been improved upon and now it is guaranteed to break the concentration of even the stubbornest mages. 

We are happy to announce the fan favourite addition to our weapon system: the Scarring Assault Weapon aka. S.A.W. This badboy takes a bit of time to get going but once it does it will put on a show you couldn't even dream of, flinging the pieces of your victory all over rejoicing citizens.

cowcannon

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