Medium Construct, Neutral
Armor Class 16 Natural armor
Hit Points 40 (2d6 + 2)
Speed 25 ft.
STR
18 (+4)
DEX
6 (-2)
CON
13 (+1)
INT
16 (+3)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws STR +6, INT +5
Skills History +2, Perception +2
Damage Vulnerabilities Lightning
Damage Resistances Bludgeoning
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Unconscious
Senses Darkvision, Passive Perception 12
Languages Knows all languages
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

As a construct, the Automatons are single-minded in their directives and cannot be swayed from their programming unless through magic.

Actions

Repulsor beam. (Recharge: 5-6) The Automaton can use the repulsor beam in its right hand to push an enemy 20 ft. back. This is in addition to its regular melee attack. If the attack causes an enemy to strike a surface, they take 1d6 bludgeoning damage.

Smash. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 7 (2d6 + 2) bludgeoning damage.

Reactions

Short circuit. If an Automaton's health reaches zero, it can emit a shock wave that encompasses a 15ft space around it, dealing 1d6 of lightning damage.

Description

Designed as guides for the Crystal Ball. They know all spoken languages, and have advanced knowledge of the castle in order to best serve the guests.

Monster Tags: construct

Habitat: Urban

Basilrath

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