Magic Dependent. An emerald automaton is partially powered by magic. When deprived of magic, the automaton is affected as if it were under two levels of exhaustion. The automaton’s magic can be cut off by anti-magic, or suppressed by a dispel magic effect as if it were a magic item.
Slam. The damaged and haphazardly reconfigured automaton lurches forward unsteadily on it's goblin-made peg leg, slamming whatever part of it's body is closest into the nearest enemy of the master it serves.
Slam Attack. Melee Weapon Attack: +6 to hit, reach 5 ft., 1target. Hit: 8 (1d6 + 4) Bludgeoning.
Electric Explosion. Once Clanky is reduced to half it's hit point or fewer, it begins to crackle and fizzle for 1 round (while continuing to fight) before exploding. Each non-construct creature within 10 feet takes 1d10 points of electricity damage (DC 10 DEX Save negates).
Description
Like other constructs, an emerald automaton is a mindless, unliving machine that exists only to follow the orders of it's creator. It is a capable soldier and can wield almost any weapon its creator chooses to provide it, fighting until it or its target is destroyed.
In combat, emerald automatons often wield polearms and make use of their reach. When multiple automatons are fighting together, it's common for one to sunder a target's shield or weapon and the rest to gang up against the target. Getting inside the reach of an emerald automaton is no guarantee of safety--the constructs are quite strong, and can strike with a powerful slam attack at need. When badly damaged, an emerald automaton begins to emit crackling green sparks of electricity that can severely shock nearby creatures.
Clanky is a modified, weakened variant of an Emerald Automaton, put back together by the Goblin Cleric, Skizzertz in true, crude goblin fashion. Clanky is adorned in tribalistic and barbaric leathers and dressings, a painted face complimenting his head.
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