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 to determine if it suffers a malfunction:
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1-10: "All Fine Here!"
No malfunction occurs.
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11-12: "My Mind Is Going. I Can Feel It."
The autognome is for 1 minute.
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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.
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15-16: "Who Turned Out the Lights?"
The autognome's head falls off and deactivates, causing the autognome to be and until a creature uses an action to reattach the head, which reactivates it.
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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 () 🗡️ Slashing damage on a failed save, or half as much damage on a successful one.
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Unusual Nature
The autognome doesn't require air, food, drink, or sleep.
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list-hang-notitle
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1-10: "All Fine Here!"
No malfunction occurs.
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11-12: "My Mind Is Going. I Can Feel It."
The autognome is for 1 minute.
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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.
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15-16: "Who Turned Out the Lights?"
The autognome's head falls off and deactivates, causing the autognome to be and until a creature uses an action to reattach the head, which reactivates it.
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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 () 🗡️ Slashing damage on a failed save, or half as much damage on a successful one.
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Unusual Nature
The autognome doesn't require air, food, drink, or sleep.