Medium Construct, Typically Neutral
AC 17    Initiative +2 (12)
HP 20 (3d8 + 6)
Speed 30 ft., Climb 30 ft.
Mod Save
STR 15 +2 +4
DEX 18 +4 +6
CON 12 +1 +1
Mod Save
INT 14 +2 +2
WIS 12 +1 +1
CHA 8 −1 −1
Skills Athletics +5, Perception +3
Immunities Poison, Psychic; Charmed, Exhaustion, Frightened
Senses Passive Perception 13
Languages None
CR 4 (XP 1,100; PB +2)
Traits

Constructed Nature

The automaton doesn't need to eat, drink, breathe, or sleep.

Combat Programming

The automaton has advantage on saving throws against being frightened or charmed.

Soldier's Formation

The automaton has advantage on attack rolls while within 5 feet of another allied automaton.

Actions

Multiattack

The automaton makes two Hunting Rifle attacks or two Bayonet attacks.

Hunting Rifle

Ranged Weapon Attack: +5 to hit, range 100/300 ft., one target.
Hit: 9 (1d12 + 3) piercing damage.

The rifle requires a bonus action to reload after four shots have been fired.

Bayonet

Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 3) piercing damage.

Bayonet Charge

The automaton moves up to 20 feet straight toward a creature and makes a Bayonet attack.

If the automaton moved at least 10 feet before the attack and hits, the target takes an additional 7 (2d6) piercing damage and must succeed on a DC 13 Strength saving throw or be knocked prone.

Suppressing Fire (Recharge 5–6)

The automaton fires rapidly into an area within 60 feet.

Each creature of the automaton's choice within a 10-foot-radius area must make a DC 13 Dexterity saving throw, taking 14 (4d6) piercing damage on a failed save, or half as much on a successful one.

A creature that fails the save also has disadvantage on its next attack roll before the end of its next turn.

Bonus Actions

Reload

The automaton reloads its Hunting Rifle, allowing it to fire four more shots.

Combat Advance

The automaton moves up to half its speed toward a hostile creature it can see. This movement doesn't provoke opportunity attacks.

Reactions

Defensive Formation

When a creature within 5 feet of the automaton is hit by an attack, the automaton can impose disadvantage on the attack roll by stepping between the attacker and its ally.

The automaton must be within 5 feet of the ally and able to see the attacker.

hezekiahpatterson98

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