Charge. If AIMEE moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Arcane Meltdown. When AIMEE is reduced to 0 hit points her arcane core melts down, and on her next initiative turn she explodes sending shrapnel in all directions. All creatures within a 10 foot radius must make a dexterity saving throw (DC15). On a failure creatures take 24 (8d6) fire damage and 32 (8d8) piercing damage or half as much on a successful save.
AIMEE gets 3 attacks per turn.
Gore. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 7) piercing damage.
Stomp. Melee Weapon Attack +11 to hit, reach 5ft, one target. Hit: 10 (2d6+7) bludgeoning damage
Lightning Breath (Recharge 5 - 6). Requires all 3 attacks to use. Lightning forming a line 50 feet long and 5 feet wide blasts out from AIMEE's mouth in the direction she is facing. Each creature in the line must make a Dexterity saving throw (DC14). A creature takes 30 (10d6) lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried.
Shifting Armor. AIMEE's armor shifts to cover vulnerable points such as joints. Once per round, AIMEE can shift her armor plates to cover vulnerable points increasing her AC to 22 to avoid taking damage from an attack that otherwise would have hit her. She must be able to see the attack to use this reaction.
Description
AIMEE (Arcane Infused Mechanically Engineered Entity) is a construct that is powered by both steam and arcane energy. AIMEE looks like a mechanical rhinoceros. AIMEE is capable of independent control, but will follow the instructions of her handler/creator. She can distinguish between friend and foe; however, she will not avoid collateral damage to friends in order to destroy her enemies.
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