War Machine is a machine. All machines:
Multiattack: A number of mechanical limbs equal to maximum of half the pilots proficiency (rounded down), heat beams equal to the amount of "fuel" available and poison gloom equal to the amount of "fuel". Mechincal limb (maximum 4): Melee attack, range = controllers proficiency x 5 in feet, to hit = controllers proficiency bonus x 0.5 + 10, damage = 3d8+10 bludgeoning damage. The contoller's full proficiency bonus is used if using grapple action. A maximum of 2 limbs can attack the same target each round. Heat Beam: Range Attack distance 150", line of intense heat deals damage in a 10" x 30" area, dealing 6d6 fire damage and 6d6 radiance damage to all creatures in the area of effect. A dexterity savings throw DC 10 + pilot's proficiency bonus to take half damage. Everything in the area that is flammable catches alight, if a traget makes a savings throw everything it carries does not set on fire. At the start of each round anything alight takes an additional d6 fire and d6 radiance damage. A creature may use an action to extinguish the radiant fire, otherwise the radiant fire extinguishes itself after a number of rounds = pilot's proficiency bonus (rounded down). Poison Smog: An area of effect centred immediately beneath the War machine of 20" radius x 20" height is immediately filled with chocking black poison smog. All creatures in the area of effect take 8d6 poison damage and are affected by the posioned condition, unless theymake a constitution savings throw DC 10 + pilot's proficiency bonus, in which case they take half damage and are not affected by the poisoned effect. The poison smog stays in the area, with any creature entering the area or ending its turn in the area taking damage (reduced by 2d6 per round after being released, and the savings throw DC reducing by 2 each turn). The gloom is considered heavily obscured while it can deal 8d6 and 6d6 damage, and lightly obscured while it can deal 4d6 or 2d6 damage.
If a creature medium sized or smaller is grappled, or large (if grappled by 2 tentacles at the start of the War Machine's turn) the War Machine may either deal automatic damage or place the grappled creature into a steel cage. Escape from the steel cage can either be done with an Athletics or Acrobatics check DC 20. If an escapee fails 2 attempts in a row, they can not make another escape attempt for an hour. There are room for 8 medium sized creatures to be caged. Any creature cahed is considered restrained.