Flyby. The autonimation doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Antennae. The autonimation's antennae help them detect threats, so naturally, they cannot be surprised.
Stunner. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) lightning damage, and the target is paralyzed and restrained for 15 minutes.
Sleep Gas (1/Day). A 20-foot radius of red mist extends out from the autonimation. The gas spreads around corners, and its area is heavily obscured. It lasts for 3 minutes or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 16 Constitution saving throw or be unconscious for 240 hours or until a creature that is not unconscious.
Description
Autonimations are sentient clockwork constructs that are 4 feet tall and weigh 60 pounds, with a wingspan of 4 feet. It is equipped with a stunner for defense, and it can release sleep gas if its stunner does not help. Their antennae are there to help them detect threats.
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