Small Construct, Neutral
Armor Class 18 Natural Armor
Hit Points 55 (10d8 + 10)
Speed 20 ft., Climb 20 ft.
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Damage Immunities Poison, Psychic
Senses Darkvision 60ft, Passive Perception 13
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Amulet Bond. While the auto-gnome-aton is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.

Mode Switch. The auto-gnome-atron can be switched between Force Ballista, Flame Thrower, or Protector mode, but needs to shut down, and re-animate taking 2 turns of combat.

Automated Damage Repair. When the Auto-gnome-aton is reduced to zero HP, it shuts down for 2 turns of combat (or about 15 seconds). It then re-animates with 1 hp.

 

Actions

Force Ballista. Ranged Weapon Attack: +6 to hit, reach 120 ft., one target. Hit: 12 (3d8+4) piercing damage. If the target is a creature, it is pushed up to 5 feet away from the cannon.

Flamethrower. Ranged AoE Save: The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 3d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.

Protector. The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to (2d8+4).

Description

The Auto-gnome-aton obeys whomever wears the clockwork amulet as its master. They are bonded telepathically. 

This construct can be commanded on its master's turn, and can move or use its action at any time. Commanding the construct does not take any action, bonus action, or reaction on the Master's part.

 

Usedtolosing

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