Automaton (5e Creature)

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Medium construct, unaligned

Armor Class 13 (natural armour)
Hit Points 13 (2d8 + 4)
Speed 30 ft.

13 (+1) 13 (+1) 15 (+2) 10 (+0) 10 (+0) 10 (+0)

Damage Vulnerabilities lightning
Damage Immunities poison, psychic
Condition Immunities poisoned
Senses passive Perception 10
Languages the languages of its creator
Challenge 1/8 (25 XP)

Lightning Susceptibility. When the automaton takes lightning damage, it must succeed on a DC 14 Constitution saving throw or be stunned until the start of its next turn.


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

Automatons are simple constructs, usually built to perform simple manual labor or to act as servants or butlers. They are powered by reserves of magical energy that can last for hundreds of years, and they are often found as heirlooms of noble houses or royalty.

Constructed Nature. An automaton doesn't require air, food, drink, or sleep.

Variant: Incorporated Tools

Automatons built to perform a specific task or function may have tools built into them, for example, one built to act as a cook would have cook's utensils incorporated into its structure, and would add proficiency to these rolls. If an automaton is retrofitted with tools, a character that is proficient in tinker's tools may pay the desired tools' cost multiplied by two over a long rest to give the automaton proficiency in that tool. Those built for warfare have 26 (4d8 + 8) hit points, a shield and a one-handed weapon or a two-handed weapon, and have a CR of 1/4 (50 XP).

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