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