Weakpoint. The automaton has a large heat sink in it's back, which can be targetted (AC 23), causing it to malfunction, the automaton taking an extra 10 (3d6) fire damage from the triggering attack.
Brute. A melee weapon deals one extra die of its damage when the automaton 3hits with it (included in the attack).
Immutable Form. The automaton is immune to any spell or effect that would alter its form.
Magic Weapons. The automaton's weapon attacks are magical.
Multiattack. The automaton makes two chainsaw attacks, one of which it can replace by using it's flamethrower.
Chainsaw. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 25 (3d12 + 6) slashing damage.
Flamethrower (Recharge 5-6). The hulk emits fire in a 60-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.
Description
Large boxy automatons that are little more than a kill-box on legs, delivering heavy firepower from afar or dicing and roasting foes in close combat. Heavily armored, they are a center point around which automatons forces organize and pivot. Such power requires a lot of energy, and like their smaller kin they are still prone to overheating.
DCR 8 - OCR 12
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