Large Construct, Unaligned
AC 16 Plate    Initiative +2 (12)
HP 75 (10d8 + 30)
Speed 25 ft.
Mod Save
STR 18 +4 +4
DEX 12 +1 +1
CON 16 +3 +3
Mod Save
INT 3 −4 −4
WIS 10 +0 +0
CHA 5 −3 −3
Vulnerabilities Bludgeoning, Lightning
Resistances Fire, Slashing
Immunities Poison, Psychic; Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Blindsight 60 ft.; Passive Perception 6
Languages Common
CR 4 (XP 1,100; PB +2)
Traits

Berserk Protocol.
When reduced below half HP (37 or lower), the automaton enters a berserk state. For the next 3 rounds, it gains advantage on melee attacks and can make an extra slam attack as a bonus action. It also emits sparks and gouts of steam, lightly obscuring a 5-foot area around it.

Core Surge (Recharge 5–6).
The automaton vents unstable magic. All creatures within 10 feet must make a DC 13 Constitution saving throw Failure: 7(2d6) lightning damage and be pushed 5 feet away. On a success, they take half damage and aren’t pushed.

Actions

Multiattack. The armor makes two Slam attacks.

Slam. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Bludgeoning damage.

Overhead Crush (Recharge 4–6).
The automaton targets one creature it can see within 5 feet. The target must make a DC 14 Dexterity saving throw Failure: 13(3d8) and be knocked prone. On a success, they take half damage and stay standing.

Monster Tags: constructArtificer

Habitat: Urban

MrKMarks

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