Rust Prone. The Automaton's metal parts will rust if exposed to water. When water comes into contact with a part of the Automaton, the part gains one level of rust.
There are 3 types of parts on the Automaton: Arms (3) , Legs (2) , and Torso (1)
There are 3 arms on the automaton. If an arm is rusted once, it makes its attack with disadvantage. If an arm is rusted twice it cannot make its attack anymore.
There are 2 legs on the Automaton. If a leg is rusted once, it loses 10ft of movement. If a leg is rusted twice it loses 20ft of movement.
Each time the torso is rusted, the Automaton regains one less Legendary Action at the start of its turn.
Self-Repair. If the automaton would take fire damage, it instead regains that much health.
The Automaton makes 1 Scythe attack for each functioning arm and uses its Beam ability
Beam of Ice A 5 ft wide blue beam extends 30ft in a straight line. Enemies make a DC 16 DEX Save or take 2d12 cold damage, or half as much on a successful save.
Scythe. Melee Weapon Attack: +6 to hit, reach 10 ft., 1 target. Hit: 1d8 + 5 Slashing damage.
The Automaton regains 3 Legendary Actions on the start of its turn.
Bunker Configuration (Costs 1 Action). Circular plates circle the Automaton, intercepting incoming attacks. The Automaton gains +2 to its AC.
Whirlwind Configuration (Costs 1 Action). Circular plates circle the Automaton, slashing nearby enemies. Creatures that start their turn or enter a space within 5ft of the Automaton take 1d6 Slashing damage.
Mirror Configuration (Costs 1 Action). Circular plates circle the Automaton, aligning its Beam of Ice. The Beam of Ice ability is permanently active in a stationary direction unless reconfigured or reused on its turn. Enemies that start their turn in the beam or willingly move into the beam are affected by the ability.
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