Rocket Automaton

Small construct, unaligned

Armor Class

15 (natural armor)

Hit Points

9 (2d6 + 2)

Speed

10 ft., fly 60 ft.

STR

10 (+0)

DEX

16 (+3)

CON

13 (+1)

INT

3 (-4)

WIS

14 (+2)

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 14

Skills

Perception +4

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.

Flyby. The automaton doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

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.

Rocket Flight. The automaton can only use its fly speed once the rocket on its back is ignited. Once it lifts off, the automaton must use at least half of its flying speed on each of its turns, unless something prevents it from doing so.

1 minute after its rocket has been ignited, roll a d10 at the end of each of the automaton’s turns. On a result of 1, the rocket’s fuel is spent, and the automaton immediately begins to fall.

Actions

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

small
construct
cr1
homebrew