Armor Class 19 Metal Plating
Hit Points 800 (20d20)
Speed 30 ft., Fly 20 ft.
STR
27 (+8)
DEX
8 (-1)
CON
26 (+8)
INT
18 (+4)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws STR +13, CON +13, INT +9
Skills Athletics +14, Intimidation +8
Damage Resistances Fire
Senses Blindsight 10 ft., Darkvision 120 ft., Passive Perception 19
Languages --
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Mindless: The construct is immune to psychic damage and any effect that would frighten or charm it.

Volatile: Whenever the construct takes fire damage, it gains 1 heat. If the construct gains 3 stacks of heat it detonates, killing anyone piloting it instantly. All creatures within 30 feet of the construct must succeed on a DC 25 dexterity saving throw or take 36 (7d10) fire and 36 (7d10) force damage, halved on a save.

Entrapped Pilot: The mech has gone rogue and trapped its pilot in the cockpit. The pilot has total cover but is restrained and cannot escape unless the cockpit is forced open.

Rodeo Weakness: The construct can be mounted with a successful mount check. Instead of toppling, the mounting creature may attempt a DC 25 athletics check to remove a battery from the top or force the cockpit open. If the battery is removed, the construct takes 100 force damage and loses 1 heat. If the cockpit is opened, the pilot can safely escape.

Bitrot: When the mech is reduced to 0 hit points, it spawns 4 bitrot clusters within 5 feet of it.

Actions

Multiattack. The construct makes two three harvest attacks and then uses Corn Barrage if it's charged

Harvest: Melee Weapon Attack: +14 to hit, reach 10 ft., 1 target. Hit: 29 (5d8 + 8) slashing damage + 11 (2d10) fire damage for each stack of Heat the construct has.

Corn Barrage (Cooldown 2):  The construct fires a barrage of corn in a 100 ft. long 5 ft. wide line beam. All creatures in the beam must succeed on a DC 20 dexterity/strength saving throw or take 51 (10d10) force damage, halved on a save.

Bonus Actions

Power Surge: the construct gains 1 Heat.

Legendary Actions

The construct can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The construct regains spent legendary actions at the start of its turn.

Harvest: The construct makes a Harvest attack

Stomp (1/round): All creatures (besides shield cells) within 10 feet of the construct must succeed on a DC 20 strength saving throw or take 29 (5d8 +8) bludgeoning damage, halved on a save.

Combine Dash (1/round): The construct moves up to 60 feet in a straight line without provoking opportunity attacks. Any creatures it moves through must succeed on a DC 20 dexterity saving throw or take 31 (6d10) slashing damage and be moved to the end of the dash. On a success, creatures take half and are not moved.

World_TNT

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