AAT

Huge construct, unaligned

CreatureScum and Villainy

At a glance

Armor Class
19
Hit Points
168 (16d12+64)
Speed
30 ft.
Saving Throws
Str +9, Con +8
Damage Vulnerabilities
ion
Damage Resistances
psychic
Damage Immunities
poison, necrotic
Condition Immunities
poisoned, frightened, petrified, restrained, incapacitated, stunned, prone, blinded, charmed, disease
Senses
passive perception 12
Languages
None
Challenge
13 (10,000 XP)

Ability scores

  • Str20+5Strength 20, modifier plus 5
  • Dex22+6Dexterity 22, modifier plus 6
  • Con19+4Constitution 19, modifier plus 4
  • Int10+0Intelligence 10, modifier plus 0
  • Wis14+2Wisdom 14, modifier plus 2
  • Cha7-2Charisma 7, modifier minus 2

The Armored Assault Tank, also known as the AAT battle tank or the AAT-1 Hover Tank, was a tank vehicle used by the Trade Federation[4] and later donated to the Confederacy of Independent Systems where it served as one of its backbone infantry defenses and backbone vehicles during the Clone Wars. Many of the AATs used by the Confederacy were painted in Confederate colors, such as blue, however there were still tanks used by the CIS in the previous tan used by the Trade Federation. The tanks were also donated to Death Watch during their alliance with the Confederacy.

About this creature

The armies of the galaxy use a variety of land vehicles used to transport troops and as weapons of war to bring overwhelming firepower against their enemies.

Traits

Circuitry

The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

Operated

by a Pilot & Gunner roll a separate initiative for both

Piloted

The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. Pilot Controls movement, Ram action, & Rocket launchers

Gunner

The construct requires an active gunner to operate the vehicles weaponry. Gunner controls Plasma Cannon & Medium Repeating Blasters

Freedom of Movement

The AAT ignores difficult terrain and can pass through occupied hostile spaces

Vulnerable Interior

The AAT's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

Actions

Pilot

of the AAT can use the Ram action and make 1 attack utilizing the Rocket Launcher

Ram

Any creature within the AAT's movement path must make a DC 17 Dexterity saving throw, taking 26 (4d12) kinetic damage on a failed save and is knocked prone, or half as much damage on a successful one.

Rocket Launchers

Ranged weapon range 100/400 DC 14 launches a barrage of rockets at a target and any creature within 10 feet Taking 6d6 kinetic damage on a failed save and half as much on a successful one

Gunner

can make two attacks using the medium repeating blasters

Medium Repeating Blasters

Ranged Weapon Attack: +10 to hit, range 120/240 ft., one target. Hit: 25 (4d10+6) energy damage.

Plasma Cannon

The AAT launches a plasma shell 150/300 ft range target must be at least 15 ft away from the AAT. Blast has a 15 foot radius. Each creature in that area must make a DC 18 Dexterity saving throw, taking 52 (8d12) fire damage on a failed save, or half as much damage on a successful one.