Medium Construct, Unaligned
Armor Class 16 (natural armor)
Hit Points 32 (8d6 + 8)
Speed 35 ft., Can walk along walls and ceilings as though they were ground.
STR
18 (+4)
DEX
10 (+0)
CON
14 (+2)
INT
12 (+1)
WIS
10 (+0)
CHA
6 (-2)
Damage Immunities Poison, Psychic
Condition Immunities Paralyzed, Petrified, Poisoned
Senses Darkvision 25 ft., Passive Perception 10
Languages Understands & speaks the languages of its creator.
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Immutable Form. The automaton is immune to any spell or effect that would alter its form.

Actions

 

Multiattack. The automaton can attack twice on its turn.

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage.

Sword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 8) slashing damage.

Flashbang (1/day). The automaton lobs up to 30ft a nonlethal grenade that explodes after 1 turn. On a detonation, every creature within a 15ft diameter sphere is struck by a loud explosion, a blinding light, a shoving force, and must make a DC 20 saving throw. On a failed save, the creature is deafened and blinded for 1 minute, is knocked prone, and takes 2d6 force damage. On a successful save, the creature takes half as much damage and is not blinded or knocked prone.

Stun Baton (Recharge 4-6). The automaton makes an unarmed strike. On a successful hit, the target must make a DC 12 Constitution saving throw. If the target fails, it takes an additional 1d4 of lightning damage and is knocked prone.

Reactions

Alarm. Once alerted to the presence of trespassers, thieves, or other enemies, the automaton can sound an alarm to alert its allies.

Lair and Lair Actions

Lockdown. The automaton can drop magical and physical barriers at its post to prevent enemies from escaping. These barriers may or may not be lifted when the automaton is defeated.

EarlyCuyler

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