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Autognome

Small construct, Any alignment

Armor Class 16 (natural armor)

Hit Points 39 (6d6 + 18)

Speed 20 ft.

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

Saving Throws CON +5, WIS +2, CHA +0

Damage Immunities poison

Condition Immunities paralyzed, petrified, poisoned

Senses darkvision 60 ft., passive Perception 10

Languages Common, Gnomish

Challenge 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.

Source

BAM, p. 13