Small Construct, Unaligned
Armor Class 14 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft., Climb 30 ft.
STR
16 (+3)
DEX
12 (+1)
CON
15 (+2)
INT
2 (-4)
WIS
6 (-2)
CHA
1 (-5)
Skills Perception +6
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 120 ft., Passive Perception 8
Languages Thri-kreen, Ziklight
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

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.

Actions

Multiattack. The automaton makes two slam attacks.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.

Corrupting Touch. Melee Spell Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) necrotic damage. The target must succeed on a DC 12 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Deathly Aura (Recharge 5-6). The automaton emits an aura of dark energy in a 10-foot radius. Creatures in the aura must make a DC 12 Constitution saving throw or take 14 (4d6) necrotic damage on a failed save, or half as much on a successful one.

Description

Corrupt Automatons are twisted and malevolent constructs, originally created for benevolent purposes but corrupted by dark magic or other sinister influences. These automatons have become a perilous threat, their bodies corroded and their purpose warped.

With their rusted and tainted metallic forms, Corrupt Automatons are a menace to all living beings. They move with mechanical precision, executing orders to spread their vile influence and inflict poison upon those who cross their path.

Though their intelligence is severely diminished, Corrupt Automatons retain some remnants of their original programming and can execute basic attacks. The most dangerous aspect of these constructs is their ability to emit a cloud of noxious gas, which can incapacitate or even prove fatal to those caught within its vile embrace.

Corrupt Automatons are the remnants of a dark experiment gone awry or the product of malicious enchantments, and they are often found in places steeped in necromantic or corrupted magic. Adventurers encountering these malevolent automatons must exercise caution, as their attacks can swiftly turn the tide of battle in favor of darkness.

Monster Tags: construct

Besieged

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