Siege Monster. The auger deals double damage to objects and structures.
Tunneler. The mech can burrow through solid rock at half its walk speed and leaves a 10-foot-diameter tunnel in its wake.
Piercing Drill. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage. If the drill moves at least 20 feet in a straight line toward the target immediately before the hit, the target takes an additional 11 (2d10) piercing damage, and if the target is a creature, it must succeed on a DC 17 Strength saving throw or have the prone condition.
The Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 4) bludgeoning damage and the target is grappled escape DC 12.
Exhaust Vents (Recharge 5–6). The mech releases an intense burst of heat in a 10-foot-radius sphere centered on itself. This heat spreads around corners. Each creature in this area must make a DC 14 Constitution saving throw, taking 13 (3d8) fire damage on a failed save, or half as much damage on a successful one.
Extinguish. The mech suit is capable of putting out surrounding flames using a custom venting system designed by the Cogswright family. Up to three 5 ft. cubic flames within 5 ft. are immediately extinguished by potassium bicarbonate , liquid water, an evaporating fluorocarbon.
Description
The Cogswright Armored Mech Suit - Mark II is the second in a series of advanced mechanical suits worn by operators that enhance the abilities of those using them to guard, tunnel or perform basic grunt duties. The Cogswright family is a leader in designing, building and testing the latest enhanced bio-suits to improve life in Faerun and for those wealthy enough to own them.
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