Piloted Construct. A gnome pilot must be inside the mech for it to act. The mech uses this stat block in combat, but if reduced to 0 hit points, it becomes inoperable and ejects the pilot unharmed into an adjacent space.
Arcane Engine. The mech’s weapon systems are powered by runes. Once on each of its turns, it can use one Arcane Weapon System in place of a Slam attack.
Magic Resistance. The mech has advantage on saving throws against spells and other magical effects.
Emergency Eject. If the mech is reduced to 0 hp, the pilot is ejected to an adjacent space and takes no damage from the final blow.
Multiattack. The mech makes two Slam attacks or one Slam attack and one Arcane Weapon System attack.
Slam. Melee Weapon Attack: +9, reach 5 ft., one target.
Hit: 15 (2d10 + 4) bludgeoning damage.
Arcane Weapon Systems (Choose One Each Turn)
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Arcane Missile Barrage. The mech casts magic missile at 2nd level (4 darts, each dart dealing 1d4+1 force damage).
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Ray of Enfeeblement. Ranged Spell Attack: ray of enfeeblement +6 to hit, range 60 ft., one creature. On hit, target makes DC 15 Con save or deals only half damage with Strength-based attacks until the end of its next turn.
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Burning Vent. The mech casts burning hands at 3rd level (4d6 fire damage, 15-foot cone, DC 15 Dex save for half).
Defensive Systems
Arcane Shield (Recharge 5–6). As a reaction when hit, the mech can reduce incoming damage by 15 3d10{"diceNotation":"3d10","rollType":"damage","rollAction":"Arcane Shield","rollDamageType":"force"}.
Description
Forged by the Council of Cogs of the Hammerhold, these walking engines of war stand 15 feet tall and are powered by runic arcane engines. Each mech is designed to be piloted by a single gnome who straps into a harness and channels spells through its rune-etched core.
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