Flesh Gundam. The Intelligence, Wisdom, and Charisma scores and saving throws of the Titan are the same as on your original character sheet. You retain any skills you have also where applicable. You may not use any equipment or spells from your original form. Physical abilities like Action Surge or feats like Crusher can still be used.
As an action you may leave the titan body and return to your original form. As a bonus action you can partially leave the titan leaving yourself exposed, but able to communicate. It is a bonus action to return within once more. If the creature piloting the Titan dies, then so does the Titan body.
Regeneration. At the start of this creature's turn, it regains 15 HP. If this creature's weak point is attacked whilst it is on 0 HP, or if the attack in question reduced it to 0, it will no longer regenerate and will instead die.
Weak Point. All Titan's weak points is the base of their neck, where the human within resides. Successful attacks made to this area of the body are automatic critical hits, but the AC to hit this weak point is the creature's normal AC + 5. Any left over damage done past 0 is done to the creature within (if there is one). By making the attack at disadvantage, you can attempt to not hurt the one inside.
Flesh of Steam. When the Titan body dies it will begin to melt and turn into steam, leaving only skeletal remnants behind which eventually crumble into dust. It takes 1 minute for the body to fully decompose; during this time the steam deals 3d6 fire damage per turn to any creatures within 5 feet of the body.
Siege Monster. The Titan deals double damage to objects and structures.
Multiattack. The Titan makes two Punch, Grab, or Bite attacks.
Punch. Melee Attack: +11 to hit, reach 15 ft., one target. Hit: (3d10 + 7) bludgeoning damage. If the creature is creature is 2 or more sizes smaller they are thrown back 15 feet.
Grab. You attempt to grab a creature within 15 feet of you. Make an Athletics check vs the targets athletics or acrobatics, on a failure the target is grappled. If the creature is 2 or more sizes smaller whilst grappled in this way the creature is restrained. At the start of each of the creature's turns it takes 1d8 bludgeoning damage.
Bite. Melee Attack: +11 to hit, reach 15 ft., one target . Hit: (2d12 + 7) slashing damage. If the creature is of size medium or smaller it must make a DC 15 Strength saving throw or become swallowed. At the start of its turn, it will take 6d4 acid damage. If the Titan takes more than 35 damage in one round, it will release the swallowed creature. If the target is of size large or greater then it suffers -1 to its AC until the end of its next turn.
Explosive Punch. You may replace one of your Punch attacks with this attack before roling. The attack will instead deal 10d8+7 bludgeoning damage, and you will take half as much damage. If you miss you will still take half the damage. That arm is now unusable and one of your two Punch attacks cannot be used until you regenerate the hit points lost from the attack.
Regenerate. As an action you may regenerate 3d10 hit points. Your speed is reduced to 0 this turn and you cannot have moved before taking this action. The creature within also regains half as much.
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