Bomb Automaton
Small construct, unaligned
Armor Class
15 (natural armor)
Hit Points
13 (2d6 + 6)
Speed
25 ft.
STR
14 (+2)
DEX
13 (+1)
CON
16 (+3)
INT
2 (-4)
WIS
10 (+0)
CHA
1 (-5)
Damage Immunities
poison, psychic
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses
darkvision 60 ft., passive Perception 12
Languages
understands one language known by its creator but can't speak
Challenge
1 (200 XP)
Animated Explosive. When it takes fire damage, or as an action on its turn, the automaton’s fuse lights. At the start of each of the automaton’s turns, roll a d4. On a result of 1, the automaton explodes in a 15- foot radius fireball at the start of its next turn, forcing each creature in the area to make a DC 12 Dexterity saving throw, taking 4 (1d8) fire damage plus 4 (1d8) bludgeoning damage on a failed save, or half as much on a successful one.
If the automaton is killed, the fuse remains lit, potentially setting off the explosion after its death. If another creature hits the automaton with an unarmed strike attack, the creature can choose to snuff out the fuse instead of dealing damage.
Immutable Form. The automaton is immune to any spell or effect that would alter its form.
Siege Monster. The automaton deals double damage to objects and structures.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.