| 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 |
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.
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.
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