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Vulcan Husk CR: 5

Large construct,
Armor Class: 16 (Steel body)
Hit Points: 102 12d10+36
Speed: 30 ft

STR

20 +5

DEX

12 +1

CON

16 +3

INT

-5

WIS

-5

CHA

-5

Saving Throws: Str+8, Con+6, Dex +1
Damage Immunities: Poison
Senses: darkvision 120ft
Challenge Rating: 5
Proficiency Bonus: +3

Golem skin. One Medium or smaller creature can climb inside the Vulcan Husk to pilot it as an action. The pilot can exit the Husk as an action, appearing in an adjacent space. While inside, the wearer uses their own Int, Wis, and Cha for any saving throws or checks requiring mental ability, but cannot cast spells or use class features. The pilot can only take actions listed in the Husk stat block.   To efficiently controll it, the creator engraves a magical link between themselves and the Vulcan Husk's core whole constructing it. If a creature other than the linked creator pilots the Vulcan Husk, they cannot use Multiattack and they may use recharge abilities only by expending a 2nd-level spell slot to override the control system briefly. If the pilot is an Artificer, they are able to activate recharge abilities with any spell slots.   Repair. When the Vulcan Husk is reduced to 0 hit points, its systems shut down, ejecting the pilot in a space adjacent to it. If you are proficient with Smith's Tools, the husk can be repaired up to a maximum of 100 hit points. With 30Gp worth of materials (Steel bars, Magical wires, etc) and 1 hour of work it regains 20 hit points. If Mending or similar magic is used, it can seal phisical damage but not the magical strain on the system, the repair cost for materials decrease to 20Gp per hour.   Mindshield Runes. Runic dampeners embedded in the inside of the Vulcan Husk absorb hostile psychic energies before they can reach the user. Whenever the wearer would take psychic damage, the Vulcan Husk takes that damage instead of the pilot.   Immutable Form. The Vulcan Husk can't shape-shift.

Actions

Multiattack. The Vulcan Husk makes two Slam attacks.
Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 12 2d6+5 Bludgeoning damage.
Defensive State. Until the start of its next turn the Vulcan Husk gains resistance to all damage.   Pest Controll. (Recharge 5-6) The Vulcan Husk unleashes a destructive purge. It uses one of the following options:
Flame Spray. The Vulcan Husk unleashes a fire breath like attack from one of it's hands. Dexterity Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: 25 7d6 fire damage, Success: Half damage.
Lightning Discharge. The needle like appandages on the back of the Vulcan Husk sparkle with lightning, then it discharges around it. Dexterity Saving Throw: DC 14, each creature within a 20-foot radius sphere centered on the Vulcan Husk. Failure: 25 7d6 lightnig damage, Success: Half damage.

A large, 4meter tall golem like construct, made to fit one medium or smaller humanoid inside to controll it like armor. It is a marvel of technology and magic, just like golems and automatons. It was made to withstand large amounts of force and controll areas with flame and lightning on the battlefield.

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