Tendrils The automaton has two doors, which normally stay closed, in their back. These doors can open to reveal two very versatile tendrils. They can be used for many things such as battle, picking things up, or even repairs on themself and other robotic beings.
Downloadable Brain Due to the automaton being a built construct it has near limitless intelligence. It has an advantage on all intelligence checks.
Piston-Powered Punch Melee Weapon Attack: +5 to hit, range 5 ft, 1 target. Hit: 1d10 +3 bludgeoning damage.
Back Tendrils Attack. Ranged Weapon Attack: +5 to hit, reach 20ft, 2 targets at a disadvantage, 1 target without disadvantage. Hit: 1d4 +1d6 +3 piercing damage.
Back Tendril Repair. The Corrupt Automaton can take one full turn to repair (heal) themself or other constructs, using this on living creatures will cause 1d6 in piercing damage. To repair a construct, the Corrupt Automaton must be within 20ft of the construct, the tendrils will reach out, touch the construct, and repair them, they will gain 1d10 in HP back.
Block Once per round the Corrupt Automaton has the ability to block any attack that hits it. The automaton must roll a straight d20 and roll higher than the attacker's strength score.
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Description
A Corrupt Automaton was once the product of an inventor and was created to perform a certain task. This task could be to protect a person or object, to clean something, to be a mechanic for other automatons, or anything else. They tend to be very intelligent and have access to a lot of stored knowledge. Their brass and copper plated exterior gives them natural armor but also very decreased movement.
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Posted Nov 11, 2020There is a new version with the same stats and lore but there is no longer the issue of "legendary actions" and "mythical actions" filling up unnecessary space. You can find it under the same name and creator :)