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.

small
construct
cr1
homebrew