THE SHARED REFERENCE Adventurer

Monster

Autognome

Outside your table’s allowed sources

Official reference · BAM · 2014

Creature type
Construct
Size
Small
Armor class
16 (natural armor)
Hit points
39 (6d6 + 18)
Speed
Walk 20 ft.
Challenge rating
2
Alignment
Any alignment
Strength
13
Dexterity
6
Constitution
16
Intelligence
4
Wisdom
11
Charisma
6
Passive Perception
10
Saving Throws
con: +5; wis: +2; cha: +0
Senses
darkvision 60 ft.
Languages
Common, Gnomish
Immunities
poison
Condition Immunities
paralyzed, petrified, poisoned

Traits

Malfunction

Whenever the autognome takes 15 damage or more from a single source and isn't reduced to 0 hit points by that damage, roll a d20 to determine if it suffers a malfunction:

  • 1-10: "All Fine Here!": No malfunction occurs.
  • 11-12: "My Mind Is Going. I Can Feel It.": The autognome is incapacitated for 1 minute.
  • 13-14: "You've Disarmed Me!": One of the autognome's arms falls off, reducing the number of Shock attacks it can make by 1 until a creature uses an action to reattach the arm.
  • 15-16: "Who Turned Out the Lights?": The autognome's head falls off and deactivates, causing the autognome to be blinded and deafened until a creature uses an action to reattach the head, which reactivates it.
  • 17-20: "Have a Magical Day!": The autognome explodes and is destroyed. Each creature within 20 feet of the exploding autognome must make a DC 11 Dexterity saving throw, taking 22 (4d10) slashing damage on a failed save, or half as much damage on a successful one.
  • Unusual Nature: The autognome doesn't require air, food, drink, or sleep.

Actions

Multiattack

The autognome makes two Shock attacks.

Shock

Melee Weapon Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (2d6) lightning damage.

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