Suit Stance. A creature is able to enter and pilot an automaton. As an action, a medium or small creature may enter a willing automaton. While there is a creature inside it, the automaton’s turns are skipped and it can’t take reactions. A creature inside an automation may use its bonus action and action to pilot the automaton. When it does this, it may use one of the automaton’s actions, one of its bonus actions, and its movement and other free actions. Until the start of its next turn, the creature can use the automaton’s reactions, but can’t use its own. A creature inside the suit may use its bonus action to exit the suit and enter a space within 5ft.
When a single target effect targets the creature suit pair, it targets the suit. Any ability that targets INT, WIS, or CHA targets the creature. Area of effect abilities and other effects are up to DM interpretation. For example, a fireball may be able to slip through the cracks of the suit to target both creatures, but a cloud of daggers would only target the suit. When both the suit and the creature make a strength or dexterity save against the same effect, they use the same roll and the automaton’s modifier.
Lightning Favorability. When the automaton would take lightning damage, it instead regains hit points equal to half the damage.
Charged Core. The automaton is able to hold charge in its core, represented by charge counters. If it ever has 10 or more charge counters at the start of its turn, it makes a discharge attack.
Multiattack. The automaton makes two Zap attacks and one Shock Spear attack.
Shock Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 15/25 ft., one target. Hit: 7 (1d6 + 4) piercing damage. This attack deals 1d6 additional lightning damage for each charge counter the automaton has.
Zap. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 10/15 ft., one target. Hit: 2 (1d4) lightning damage. The automaton gains one charge counter.
Discharge. The automaton releases all its energy to make a burst of lightning. Create a sphere centered on the automaton. Its radius is equal to 5ft times the number of charge counters the automaton has. Every creature in that sphere must make a DC 16 Dexterity saving throw or choose to fail. Any creature that fails takes Xd8 lightning damage, where X is the number of charge counters the automaton has. A creature that succeeds takes half as much. The automaton then loses all its charge counters. This attack does not target creatures inside an automaton.
Transfer. The automaton expends any number of charge counters. The automaton then distributes those charge counters among other automatons within 15ft of the automaton.
Mend. The automaton expends any number of charge counters. The automaton then regains 1d6 for each charge counter expended this way.
Shields. The automaton expends any number of charge counters. The automaton gains +1 AC for each charge counter expended this way until the start of its next turn.
Description
Charging automatons are the most basic automatons and are mainly guards. They are commonly encountered with 2-5 other automatons, either the same or different types. In combat, they tend to prioritize the health of automatons with people piloting them. They use tactics like zapping allies to heal and charge simultaneously and transferring their charge to one automaton to create a giant blast of hurting and healing. When not doing anything special, the automatons typically zap twice before using their spear. They mend, transfer, or activate shields after they use their spear.
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