I mentioned this in a previous post, now I have a picture (and stats!!).
Dwarven War Mecha
No. Enc: 1 (1d3)
Alignment: (as pilots)
Move: 60′ (20′) [30′ (10′)]
Armour Class: 3 [-2]
Hit Dice: 10
Attacks: 5 (stomp/catapult/catapult/grinder/cage)
Save: F10 (or as Metal, hard, from DMG) [+3]
XP: 3,100 [3,800] + XP from pilots
Dwarven War Mechas are as tall as storm giants, and usually only brought to the battlefield when the dwarves are in dire need. They are covered in metal plating (10% are plated with adamantium, which lowers their AC by 5, halves their speed and gives them a +3 to saving throws – use [stats]). In all cases, the armour plating means that they take 10 less damage from bladed weapons, and 5 less damage from blunt weapons (DR 10/slashing, 10/piercing, 5/blunt, for those on later editions), except on natural 20s.
War mechas require at least 1 pilot, who can either move the mecha, or use its stomp attack in any given round. An additional pilot is required to work each weapon (i.e. 1 pilot for the grinder, 1 pilot for each catapult and 1 pilot for the cage). A single pilot can operate both catapults, but has a -4 penalty to hit. It takes 1 round to move from one position to another. Pilots are considered to have cover (-3 penalty to hit) as long as they are not changing position. There is room for several more passengers, who will also have cover, and can fire ranged weapons or cast spells if desired (due to the jerky nature of the mecha, ranged weapons hit at -4, and spellcasters must save vs. spells, or have the spell fail).
Starting a war mecha from cold takes 11 rounds: 1 round to climb up to the pilot’s seat,and 10 rounds for the mechanisms to warm up. At this point, the mecha can walk and stomp. Each additional round of work (no movement or attacks) from the main pilot brings an additional weapon online for another pilot to use.