Small construct, any alignment
- Armor Class
- 16 (natural armor)
- Hit Points
- 39 (6d6 + 18)
- Speed
- 20 ft.
- Challenge
- 2 (450 XP)
STR
13
+1
DEX
6
-2
CON
16
+3
INT
4
-3
WIS
11
+0
CHA
6
-2
- Saving Throws
- Cha +0, Con +5, Wis +2
- Damage Immunities
- poison
- Condition Immunities
- paralyzed; petrified; poisoned
- Senses
- darkvision 60 ft., passive Perception 10
- Languages
- Common, Gnomish
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 or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (2d6) lightning damage.