Failed to load data. Try again
Autognome
- STR
- 13 (+1)
- DEX
- 6 (-2)
- CON
- 16 (+3)
- INT
- 4 (-3)
- WIS
- 11 (+0)
- CHA
- 6 (-2)
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
The autognome makes two Shock attacks.
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

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