Autognome

Small Construct, Any Alignment

STR
13 (+1)
DEX
6 (-2)
CON
16 (+3)
INT
4 (-3)
WIS
11 (+0)
CHA
6 (-2)
Malfunction.

Whenever the autognome takes 15 damage or more from a single source and isn't reduced to 0 hit points by that damage, roll a d20 to determine if it suffers a malfunction:

  • 1-10: "All Fine Here!".

    No malfunction occurs.

  • 11-12: "My Mind Is Going. I Can Feel It.".

    The autognome is incapacitated for 1 minute.

  • 13-14: "You've Disarmed Me!".

    One of the autognome's arms falls off, reducing the number of Shock attacks it can make by 1 until a creature uses an action to reattach the arm.

  • 15-16: "Who Turned Out the Lights?".

    The autognome's head falls off and deactivates, causing the autognome to be blinded and deafened until a creature uses an action to reattach the head, which reactivates it.

  • 17-20: "Have a Magical Day!".

    The autognome explodes and is destroyed. Each creature within 20 feet of the exploding autognome must make a DC 11 Dexterity saving throw, taking 22 (4d10) slashing damage on a failed save, or half as much damage on a successful one.

  • Unusual Nature.

    The autognome doesn't require air, food, drink, or sleep.

Actions

Multiattack.

The autognome makes two Shock attacks.

Shock.

Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (2d6) lightning damage.

Find this creature in the encounter builder

Autognome

Source: Boo's Astral Menagerie, p. 13 - Licenses and attribution