| Mod | Save | ||
|---|---|---|---|
| STR | 30 | +10 | +30 |
| DEX | 12 | +1 | +1 |
| CON | 30 | +10 | +30 |
| Mod | Save | ||
|---|---|---|---|
| INT | 6 | −2 | −2 |
| WIS | 15 | +2 | +15 |
| CHA | 12 | +1 | +1 |
Colossus Frame
The mech ignores difficult terrain and cannot be forcibly moved by creatures smaller than Gargantuan.
Kaiju Hunter Targeting
The mech deals an additional 14 4d6 damage against Huge or Gargantuan creatures.
Reactive Armor
Whenever the mech takes damage from a attack, the attacker takes 10 force damage.
Siege Monster
The mech deals triple damage to structures and objects.
Light Core
At the start of each of its turns, the mech regains 15 hit points if it has at least 1 hit point remaining.
If the mech is reduced to 0 hit points, its core becomes unstable. At the end of its next turn, it explodes unless shut down by a creature adjacent to it succeeding on a DC 20 Intelligence (Arcana or Technology) check.
The explosion creates a 60-foot-radius blast. Creatures in the area must make a DC 22 Dexterity saving throw, taking 88 16d10 fire and force damage on a failed save, or half as much on a success.
Multiattack
The mech makes three attacks: two with its Titan Breaker Arms or Beam Cannons, and one Missile Barrage attack.
Titan Breaker Arm
Melee Weapon Attack: +17 to hit, reach 20 ft., one target.
Hit: 31 (4d8 + 13) bludgeoning damage plus 13 (3d8) force damage.
Huge or smaller creatures hit by this attack must succeed on a DC 24 Strength saving throw or be knocked prone.
Heavy Beam Cannon
Ranged Weapon Attack: +14 to hit, range 300/1,200 ft., one target.
Hit: 45 (8d10 + 1) radiant damage plus 18 (4d8) fire damage.
If the target is Gargantuan, it emits burning energy and takes 10 radiant damage at the start of its next turn.
Missile Barrage
The mech launches a storm of tracking missiles at up to four creatures it can see within 240 feet.
Each target must make a DC 22 Dexterity saving throw, taking 35 10d6 fire and piercing damage on a failed save, or half as much on a success.
A creature that fails the save by 5 or more is also knocked prone.
Particle Annihilation Beam (Recharge 5–6)
The mech fires a devastating beam in a 150-foot-long, 20-foot-wide line.
Each creature in the line must make a DC 22 Dexterity saving throw.
On a failed save, a creature takes 90 20d8 radiant and force damage and is pushed 30 feet backward. On a successful save, it takes half damage and isn’t pushed.
Structures automatically fail this saving throw.
Skyfire Missile Rain (Recharge 6)
The mech targets a point it can see within 500 feet. Explosive missiles rain down in a 40-foot-radius, 80-foot-high cylinder.
Creatures in the area must make a DC 22 Dexterity saving throw, taking 56 (16d6) fire damage plus 56 (16d6) force damage on a failed save, or half as much on a success.
The area becomes burning terrain until the end of the mech’s next turn. A creature entering or starting its turn there takes 14 (4d6) fire damage.
Shockwave Stomp.
Each creature within 20 feet of the mech must succeed on a DC 22 Constitution saving throw or take 18 (4d8) thunder damage and be knocked prone.
Maximum Output Cannon.
The mech fires an unstable beam at one target within 300 feet.
Ranged Weapon Attack: +14 to hit.
Hit: 54 12d8 radiant and force damage.
Overdrive Thrusters
The mech moves up to its full speed without provoking opportunity attacks and may move across vertical surfaces during this movement.
Interceptor Shield
When the mech or a creature within 30 feet is hit by an attack, the mech projects an energy barrier, reducing the damage by 22 (4d10).
If this reduces the damage to 0, the attacker takes 11 force damage.
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