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