Immutable Defense. The Autonomage adds its intelligence modifier to its AC.
Antimagic Susceptibility. The Autonomage is deterred while in an antimagic field. At the start of each turn and If targeted by dispel magic, the Autonomage must succeed on a Constitution saving throw against the caster's spell save DC or become unconscious and lose its Immutable Defense trait until the start of its next turn. If the Autonmage takes damage while unconscious in this way, it can make a Constitution saving throw against the caster's spell save DC ending the effect on a success.
"I Can Fix Him". When the mending spell is cast upon the Autonomage, it regains (3d8+1) hitpoints.
Multiattack. The Autonomage makes three Arcane Burst attacks.
Arcane Burst. Melee or Ranged Attack Roll: +7, reach 5 ft. or range 120 ft. Hit: 16 (3d10) Force damage.
Spellcasting. The Autonomage casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 15):
At Will: Detect Magic, Light, Chromatic Orb, Mage Hand, Prestidigitation, Mending, Enlarge/Reduce
3/Day Each: Fireball, Suggestion, Fly
2/Day Each: Blink, Fabricate, Animate Objects
1/Day: Teleportation Circle
Healing Machine (1/Day). The Autonomage can target a damaged object or construct within 60ft and infuse it with repairing magic, causing said target to regain 13 (4d4+4) hitpoints.
Counterspell (2/Day). The Autonomage casts Counterspell in response to that spell’s trigger, using the same spellcasting ability in Spellcasting.
Shield (3/Day). The Autonomage casts Shield in response to that spell’s trigger, using the same spellcasting ability in Spellcasting
Description
Mighty mechanical mages created by dwarven artificers who have long since perished, these magnificent beings continue to tinker and create their own constructs and machines and some even make magic items of all shapes and sizes. They keep their creations under guard, but usually accept rare or unusual substances as items of trade, I.e Beholder eye stalks or even Lich bones.
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