Constructed Nature. The automaton does not eat, sleep or breathe.
Siege Monster. The automaton deals double damage to objects and structures.
Multiattack. The automaton makes two Slam attacks or two Arm Cannon attacks..
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 4) bludgeoning damage.
Arm Cannon. The automaton fires an explosive projectile at one point it can see within 60 feet of it. All creatures within a 15-foot radius of the chosen point must make a DC 15 Dexterity saving throw or take 15 (3d10) fire damage.
Flamethrower (Recharge 5-6). The automaton sprays fire in a 20-foot cone. All creatures within the cone must make a DC 15 Dexterity saving throw. On a failure, the creature takes 15 (3d10) fire damage and is set on fire. A creature that has been set on fire takes an additional 10 (2d10) fire damage at the start of each of its turns. The creature remains on fire for 1 minute, or until it or another creature uses their actions to extinguish the flames.
A creature that succeeds on the initial saving throw takes half damage and suffers no other effects.
Rocket Dash (Recharge 6). The automaton moves up to its speed in a straight line. During this time, it can enter the space of any Medium or smaller creatures in its path. A creature whose space the automaton enters must make a DC 15 Dexterity saving throw. On a success, the creature is pushed 5 feet to the nearest unoccupied space out of the automaton's path. On a failure, the creature takes 20 (4d8 + 4) bludgeoning damage and is knocked prone.
Rocket Jump (Recharge 5-6). The automaton gains a fly speed of 40 ft until the end of its turn.
Description
Automatons are humanoid constructs that are created by skilled inventors and artificers. They are programmed to follow simple instructions, and frequently made to guard their creator's workshop.
Comments