Automaton Type. The automaton has one of the following types:
Arcane Type: The automaton has an innate spellcasting ability
Defensive Type: The automaton has reinforced limbs capable of providing additional protections
Offensive Type: The automaton is armed with a variety of weaponry
Constructed Resilience. The automaton is immune to any spell or effect that would alter its form. Additionally, the automaton is immune to disease and magic can’t put it to sleep.
Magic Resistance. The automaton has advantage on saving throws against spells and other magical effects.
Shutdown. If targeted by dispel magic the automaton must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute or until it takes any damage.
Unusual Nature. The automaton doesn’t require air, food, drink, or sleep.
Arcane Type
Spellcasting. The automaton casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 12):
At will: acid splash, create bonfire, light, mending
1/day each: alarm, detect magic, grease, snare,
Defensive Type
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage, and if the target is Large or smaller, it is knocked prone.
Offensive Type
Multiattack. The automaton makes two attacks with either its armblade or its bolt launcher.
Armblade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) slashing damage.
Bolt Launcher. Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 (1d12 + 3) piercing damage, and the target is restrained. As an action, the restrained target can make a DC 12 Strength check, removing the bolt on a success.
Defensive Interception (Defensive Type only). In response to another creature within 5 feet of it being hit by an attack roll, the automaton gives that creature a +5 bonus to its AC against that attack, potentially causing a miss. To use this ability, the automaton must be able to see the creature and the attacker.
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