Pilot Protocol. When piloted by a creature of medium or small size, the Commander loses its condition immunities and assumes the mental stats of the pilot. When functioning autonomously, the Steel Commander regains its statistics. Cooldown. After 18 seconds of combat, or after taking fire damage five times, the Steel Commander becomes incapacitated for 1 turn as it cools itself down. During this, it loses its resistance to fire damage. The Commander enters an inert state for one hour if it functions autonomously in combat for one minute. Explosive Payload (1/day). When hit by a critical hit, the Steel Commander’s Nitroglycerin reserves explode in a 20ft radius around the Commander. Creatures caught in the radius must make a DC 18 Dexterity save or be blinded and take 8d6+12 Fire damage, or half as much on a success. The Steel Commander cannot succeed this save, and will enter cooldown after this. Siege Machine. The Steel Commander deals twice as much damage to objects and buildings. Communication Matrix. The Steel Commander, even when silenced or incapacitated, can issue telepathic commands to creatures within 120ft of itself.
Multiattack. The Steel Commander makes 3 Attacks, Or one attack and a Nitroglycerin Blast. Slam. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 9 (1d10+4) Bludgeoning Damage. Nitroglycerin Blast. (5/day) The Commander tosses a vial of Nitroglycerin at a target within 120ft of itself. It functions as a Level 5 Fireball but cannot be counterspelled (Save DC 18) Dismount/Enter. A Humanoid Creature of size Medium or Small enters or exits the Steel Commander.
The Steel Commander is often located centrally amongst its group, and will quickly move to engage a threat while its subordinates provide support.
The Steel Commander is often found with members of the Strovan Steel Command (SSC), or as abandoned suits in old mining areas.
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