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.