Volatile Core. When the automaton is reduced to 0 hit points, its core ruptures in a burst of unstable energy. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 5 (2d4) fire damage on a failed save, or half as much damage on a successful one.
Linked Construct. When the Ancient Automaton is reduced to 0 hit points, this construct immediately ceases functioning and is reduced to 0 hit points.
Repair Protocol. The automaton projects a tethering beam of restorative energy at one construct it can see within 30 feet of it. The target regains 7 (2d4 + 2) hit points.
Overcharge Protocol (Recharge 6). While Repair Protocol is active, the automaton sends a surge of restorative energy through its tethering beam. The construct targeted by Repair Protocol regains 11 (2d8 + 2) hit points.
Evasive Maneuvers. The automaton takes the Disengage action.
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