Large Construct, Typically Neutral
AC 12    Initiative +2 (12)
HP 190 (3d8 + 6)
Speed 30 ft., Climb 30 ft.
Mod Save
STR 24 +7 +13
DEX 16 +3 +9
CON 20 +5 +11
Mod Save
INT 8 −1 −1
WIS 9 −1 −1
CHA 10 +0 +0
Skills Athletics +5, Perception +3
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Charmed, Frightened, Poisoned
Senses Passive Perception 13
Languages None
CR 20 (XP 25,000; PB +6)
Traits

Constructed Nature

The war machine doesn't need to eat, drink, breathe, or sleep.

Siege Engine

The war machine deals double damage to objects and structures.

Heavy Armor

The war machine has advantage on saving throws against being moved, knocked prone, or stunned.

Actions

Multiattack

The war machine fires all three Large Cannons, targeting the same creature or different creatures.

Large Cannon

Ranged Weapon Attack: +11 to hit, range 200/800 ft., one target.
Hit: 22 (3d10 + 6) bludgeoning damage.

The cannon deals double damage to objects and structures.

Triple Cannon Volley (Recharge 5–6)

The war machine fires all three cannons simultaneously at a point it can see within 200 feet.

Each creature within a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw, taking 55 (10d10) bludgeoning damage on a failed save, or half as much on a successful one.

The area becomes difficult terrain until the end of the war machine's next turn.

Cannon Barrage

The war machine fires its three cannons at up to three different targets.

Each target must make a DC 18 Dexterity saving throw, taking 27 (6d8) bludgeoning damage on a failed save, or half as much on a successful save.

Crushing Treads

Melee Weapon Attack: +11 to hit, reach 5 ft., one creature.
Hit: 18 (2d10 + 7) bludgeoning damage.

If the target is Large or smaller, it must succeed on a DC 19 Strength saving throw or be knocked prone.

Bonus Actions

Target Lock

The war machine locks onto one creature it can see within 300 feet.

Until the start of the war machine's next turn, its Large Cannon attacks against that creature have advantage.

Overcharge Cannons

The war machine overcharges its cannons. Until the end of its turn, each Large Cannon deals an additional 7 (2d6) damage.

After using this ability, the war machine can't use Overcharge Cannons again until the end of its next turn.

Reactions

Defensive Plating

When the war machine takes damage from an attack, it can reduce the damage by 15 (2d10 + 4).

hezekiahpatterson98

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