b'A.H.A.V. Warbot \n'b'  Huge   construct  (technological, robot),  unaligned  \n'b'  Armor Class  17 (skymetal armor)  Hit Points  264 (23d12 + 115)  Speed  60 ft.\n'b' STATS STR: 22 (+6) DEX:  22 (+6)  CON:  20 (+5)  INT:  9 (-1)  WIS:  11 (+0)  CHA:  9 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Immunities  poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t skymetal (adamantine)  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned   Senses  darkvision 60 ft., passive  Perception  10  Languages  Common  Challenge  12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Combat Hardened . The A.H.A.V. is built for combat and has a damage threshold of 10. That is, it reduces all individual attacks by 10 points. \n'b'  Electrical Weakness . The A.H.A.V. has disadvantage on saving throws against lightning damage. If the A.H.A.V. rolls a natural 1 on the save it is  stunned  until the end of its next turn. \n'b'  Immutable Form . The A.H.A.V. is immune to any spell or effect that would alter its form unless it specifically targets constructs. \n'b'  Magic Resistance . The A.H.A.V. has advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons . The AHAV\xe2\x80\x99s weapon attacks are magical. \n'b'  Self-Repair . The A.H.A.V. regains 5  hit points  at the start of its turn if it has fewer than maximum but at least 1 hit point. \n'b'  MODEL . An A.H.A.V. is created with one of the Mission Dependent\n'b'\n'b'\n'b'  Loadouts, or MODELs (listed below) . MODELs are intended to allow A.H.A.V.s to serve in a variety of roles. This list is not exhaustive; the GM is free to design other MODELs at her discretion. \n'b'  Advanced Maneuverability . The A.H.A.V. gain a fly speed of 60 feet and the Flyby trait:  Flyby . The A.H.A.V. doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b'  Autoloader . The A.H.A.V. gains an additional machine gun  attack  as part of its Multiattack action. \n'b'  Camouflage Plating . The A.H.A.V. gains double proficiency in the  Dexterity  ( Stealth ) skill and has +7 to this skill. \n'b'  Harrying Arms . The A.H.A.V. has numerous pistols or other small arms mounted to its chassis. It gains the Harrying Fire action:  Harrying Fire . All targets within 60 feet of the A.H.A.V. must make a DC 15  Dexterity  saving throw, on a failure, allies of the A.H.A.V. gain advantage to attacking the harried targets until the end of the AHAV\xe2\x80\x99s next turn. \n'b'  Ram . The A.H.A.V. gains a slam  attack  action:  Slam .  Melee Weapon Attack : +10 to hit, reach 15 ft., one target.  Hit : 24 (4d8 + 6) bludgeoning damage. The target must make a  Strength  or  Dexterity  saving throw or be knocked away from the A.H.A.V. by 30 feet. If the target is blocked from moving the full distance, it takes an additional 3 (1d6) bludgeoning damage per 10 feet it can\xe2\x80\x99t move. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The A.H.A.V. makes two Machine Gun attacks. \n'b'  Machine Gun .  Ranged Weapon Attack : +10 to hit, range 80-240 ft., one target.  Hit : 24 (4d8 + 6) piercing damage. Instead of targeting a single creature, the A.H.A.V. can instead target a 10-foot cube within range making one to-hit roll. Any target it hits in that area take 15 (2d8 + 6) piercing damage. \n'b'  Hellhound-Class Flamethrower (Recharges 5\xe2\x80\x936) . The A.H.A.V. shoots gouts of flame in a 30-foot cone. Each creature in that area must make a DC 17  Dexterity  saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Sensor Suite . An A.H.A.V. can gain one of the following benefits for 1 minute: blindsight 30 ft., tremorsense 60 ft., x-ray vison (as the  ring of x-ray vision ), or a +5 bonus to  Wisdom  ( Perception ) checks.'