Spark. The automaton has 5 spark points, which represent its internal stores of energy, and are used to fuel its actions. It regains 1 spark point at the start of each of its turns, up to the maximum of 5. Actions which would reduce spark points below 0 cannot be used.
Advanced Targeting. The automaton suffers no penalties on ranged attacks made when the target or any hostile creatures are within 5 feet of it.
Boost Punch. When the automaton hits a creature with a slam attack while it has flying speed, it deals an extra 5 (1d8) bludgeoning damage. Additionally, while the automaton has flying speed, it does not provoke attacks of opportunity.
Immutable Form. The automaton is immune to any spell or effect that would alter its form.
Magic Resistance. The automaton has advantage on saving throws against spells and other magical effects.
Magic Weapons. The automaton's weapon attacks are magical.
Linguist. By default, an automaton only speaks (many dialects of) the long-forgotten language of its creators, the ancients. However, it can learn any language to the point of basic communication within a week, and become a fluent speaker within a month.
Multiattack. The automaton makes one Slam attack and one Ocular Laser attack, or two Ocular Laser attacks. If it currently has flying speed, it may instead make one Meteor Slam attack and one Ocular Laser attack.
Boosters. The automaton spends 2 spark points to fire its internal boosters, gaining a flying speed of 60 feet until the end of its next turn. It may then make a slam attack on any target it can reach with its movement this turn (taking the new flying speed into account).
Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 5) bludgeoning damage.
Spark punch. Melee Weapon Attack: By consuming 1 spark point, the automaton surges with a cloak of electricity and rushes up to 10 feet in a straight line towards a target, then uses a Slam attack on the target. Whether or not the attack hits, the target, as well as any other creature within 5 feet of it or the automaton (excluding the automaton itself) must make a DC 15 dexterity saving throw, taking 17 (3d8+3) lightning damage on a failed save, or half on a success.
Ocular Laser. Ranged Weapon Attack: +7 to hit, range 40/120, one target. Hit: 14 (3d6 + 3) radiant damage.
Spark Beam. The automaton expends 2 spark points and fires a radiant beam of energy in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 45 (13d6) radiant damage on a failed save, or half as much damage on a successful one.
Meteor Slam. This action can only be used while the automaton has flying speed. The automaton expends two spark points to turn its boosters straight up, and come crashing down on a target. The automaton falls up to 50 feet straight down, then uses its Slam attack on a target directly beneath that it lands in the space of. On a hit, the target takes 4 (1d6) bludgeoning damage per 5 feet the automaton fell (in addition to the normal damage from the slam attack, plus 1d8 from boost punch), and must succeed a DC17 Strength saving throw or be knocked prone. On a success, the target may move to an adjacent empty space if they wish.
Spark Nova. The automaton expends 5 spark points, expelling all of its stored energy as a blinding, baleful wave. All creatures within a 20 foot radius of the automaton (excluding the automaton itself) must make a DC 16 dexterity saving throw, taking 58 (10d10+3) radiant damage on a failed save, or half as much on a success
Spark Field. When the automaton is targeted by a melee attack (whether or not it is hit), it may spend 1 spark point as a reaction to burst with electricity. The attacker must make a DC 15 dexterity saving throw, taking 16 (3d8+3) lightning damage on a failed save, or half on a success.
Description
Ancient Origins
Legends tell of an ancient, technologically advanced civilization, whose many remarkable constructs are now lost to time. However, some relics survived the mysterious tragedy that befell these ancient people and erased them from the world. This automaton is one such relic; an artificial being, self-aware and autonomous, programmed to serve and obey its creators to the death. Now that its creators are dead, though, will it remain a slave to the ancients?
This automaton stands on two bulky, clumsy feet, attached by flexible, almost tentacle-like legs to a spherical body whose face takes the appearance of a glowing blue eye. Two similarly flexible arms extend from each side, tipped by heavy, blocky hands, ready to fight off anything that threatens the metal man or its masters. Its body is constructed from a mysterious metal which absorbs attacks both physical and magical.
Power Core
Unlike golems, animated objects, and similar constructs, the automaton is animated by a removable power core. If the power core is removed, the automaton will immediately die. The power core is stored in a compartment accessed via an opening on the automaton's back. This compartment is held magically shut, and can only be opened if the automaton is willing to open it - however, a knock spell or similar magic will force the automaton to make a wisdom save against the caster's spell save DC, or against a DC of 12 if the spell was cast by a wand or similar device that does not provide a spell save DC. On a failure, the compartment will open, and will remain open until the start of the automaton's next turn, at which point the automaton will regain control of the compartment, likely slamming it shut immediately. Removing the power core while it is exposed requires a successful dexterity (sleight of hand) check of DC 18. If the power core is removed, damaged (such as if the automaton is killed after having taken mostly fire, cold, lightning, thunder, or psychic damage), or drained (such as if the automaton is killed after having taken mostly radiant or necrotic damage), then the automaton can be revived, instantly regaining 1d8+4 hit points, by inserting a charged and functional power core. A removed power core can be studied using the same rules for figuring out alien technology as explained in the DMG (under adventuring options, on page 268). If only a dead automaton is present without a power core (even a damaged or drained power core), the automaton must be analyzed and its inner workings figured out by the above-mentioned process first, and one can then repeat the process to figure out how the power core works, as if it were still inserted in the automaton. Once the power core is understood in this manner, it can be repaired (if damaged) using two workweeks of work and a successful DC 16 Intelligence (smithing tools or tinker's tools) check, re-created from scratch using the "crafting magic items" rules as laid out in Xanathar's Guide to Everything (under the "crafting an item" downtime activity), or recharged by a spellcaster of at least 10th level through the same process that an uncommon magic item would be crafted by said caster (using the aforementioned rules as laid out in Xanathar's Guide to Everything.) Additional resources may be needed in order to repair a broken power core, at the DM's discretion. The power core is considered a magic item, a very rare wondrous object.
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Posted Jul 21, 2022Basically the automaton character from Slayin 2, adapted into a D&D monster. Back after significant turmoil, because as it turns out, I can't revert things to older versions of themselves.