Unreliable. At the start of each of its turns in combat, the automaton must succeed on a DC 8 Intelligence saving throw, or it does not move or take any actions during its turn.
Multiattack. The automaton makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Description
Creature Credit: This creature is from Isabel Bels' Critter Compendium on the DM's Guild.
Automatons are extremely simple magical constructs meant to fulfill menial labor tasks. However, their inbuilt tools provide powerful means of defense, should they be forced to fight.
Specialized Tools. Automatons can be built and equipped for multitudinous purposes by integrating different tools into their arms, or sometimes even their torsos. Two common types of automatons are hammerers and pulverizers. As their name suggests, Hammerers are equipped with a large steel hammer, often used for rough smithing works, paired with a strong pincer that holds the automaton’s medium in place. Pulverizers are typically used for mining and tunneling. Their drill arms dig into the stone and earth loosened by the mighty thundering shriek emitted from their torsos. Other automatons exist, some more sophisticated, some even less so, depending on what is required for the automaton to fulfill its function adequately.
Prone to Failure. Automatons are very basic in their construction. Though they are well equipped for their labor tasks and powerful in combat, their rudimentary intelligence is easily overburdened. The quickly changing conditions of battle can cause their artificial brains to overheat, trying to process the situation, which causes the automaton to shut down temporarily. It is not rare for an enemy to find their automaton opponent suddenly ceasing to fight for a few seconds before it lashes out again as if nothing had happened before.
Constructed Nature. An automaton doesn’t require air, food, drink, or sleep.
Previous Versions
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