Weak Points. Attacks against the Automaton Tank's back vent have advantage.
Multiattack: The Automaton Annihilator Tank makes two attacks: one with its anti-personnel turret and one with its main cannon.
Anti-Personnel Turret: Ranged Weapon Attack: +12 to hit, range 150/600 ft., one target. Hit: 30 (6d8 + 9) force damage.
Main Cannon (Recharge 6): Ranged Weapon Attack: +12 to hit, range 300/1200 ft., one target. Hit: 60 (12d8 + 9) piercing damage. The main cannon must recharge before it can be fired again.
Crushing Treads: Melee Weapon Attack: +10 to hit, reach 0 ft., one target in the tank's path. Hit: The target is run over by the tank, taking 4d10 bludgeoning damage and must succeed on a DC 22 Strength saving throw or be knocked prone and restrained under the tank's treads. While restrained in this way, the target takes 2d10 bludgeoning damage at the start of each of their turns. The restrained condition ends if the target escapes (DC 22 Strength check) or if the tank moves off the target.
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