| Mod | Save | ||
|---|---|---|---|
| STR | 30 | +10 | +28 |
| DEX | 12 | +1 | +1 |
| CON | 30 | +10 | +28 |
| Mod | Save | ||
|---|---|---|---|
| INT | 17 | +3 | +15 |
| WIS | 16 | +3 | +3 |
| CHA | 14 | +2 | +2 |
Light Reactor
The mech emits dim blue-white light in a 20-foot radius. At the start of each of its turns, it gains 10 temporary hit points if it has at least 1 hit point remaining.
Siege Construct
The mech deals double damage to objects and structures.
Mechanical Stability
The mech cannot be knocked prone unless the attacker is Huge or larger.
Multiattack
The mech makes three attacks: two with its Enforcer Gauntlets and one with its Arc Pulse Cannon.
Enforcer Gauntlet
Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit: 19 (2d10 + 8) bludgeoning damage plus 7 (2d6) lightning damage.
If the target is Large or smaller, it must succeed on a DC 18 Strength saving throw or be pushed 15 feet and knocked prone.
Arc Pulse Cannon
Ranged Weapon Attack: +9 to hit, range 120/360 ft., one target.
Hit: 27 (5d8 + 5) lightning damage.
If the target is wearing metal armor, it cannot take reactions until the start of its next turn.
Restraint Net Launcher (Recharge 5–6)
The mech fires electrified restraint cables at a point it can see within 60 feet. Each creature in a 20-foot-radius sphere must make a DC 17 Dexterity saving throw.
On a failed save, a creature takes 21 (6d6) lightning damage and becomes restrained for 1 minute. A restrained creature can repeat the save at the end of each of its turns, ending the effect on a success.
Rocket Surge
The mech moves up to half its speed without provoking opportunity attacks.
Intercept Barrier
When a creature the mech can see within 15 feet is hit by an attack, the mech projects a temporary shield. The attack’s damage is reduced by 15 (3d8 + 2).
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