Autognome

(Boo's Astral Menagerie)

Small construct, Any alignment

Armor Class16 (natural armor)
Hit Points39 (6d6 + 18)
Speed20 ft.
STRDEXCONINTWISCHA
13 (+1) 6 (-2) 16 (+3) 4 (-3) 11 (+0) 6 (-2)
Saving ThrowsCha +0, Con +5, Wis +2
Skills—
Damage Vulnerabilities—
Damage Resistances—
Damage Immunitiespoison
Condition Immunitiesparalyzed; petrified; poisoned
Sensesdarkvision 60 ft., passive Perception 10
LanguagesCommon, Gnomish
Challenge2

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