An autognome is a mechanical gnome that resembles the rock gnome who created it, though it could never be mistaken for a gnome.
Regardless of what its insides are made of, it has a metallic outer casing painted with gnomish features.
It walks with a stiff gait, clanking, wheezing, whirring, and buzzing wherever it goes.
An autognome obeys its creator’s commands when it is functioning properly, but a design flaw can cause an autognome to go rogue, forget its orders, and wander Wildspace doing anything except what it was designed for.
No two autognomes are necessarily made of the same materials; magic is what gives them their intelligence.
Most autognomes are programmed to obey the following three directives: defend gnomes who are being attacked by non gnomes, defend yourself if you are attacked, and protect infants and youngsters from harm.
The last directive arose from the best intentions, but it doesn’t distinguish between species; if an autognome sees a group of adults battling a lunar dragon wyrmling, for instance, it would come to the wyrmling’s defense.
Small Construct, Any Alignment
Armor Class: 16 (natural armor)
Hit Points: 39 (6d6 + 18)
Speed: 20 ft.
STR – 13 (+1)
DEX – 6 (−2)
CON – 16 (+3)
INT – 4 (−3)
WIS – 11 (+0)
CHA – 6 (−2)
Saving Throws: Con +5, Wis +2, Cha +0
Damage Immunities: poison
Condition Immunities: paralyzed, petrified, poisoned
Senses: darkvision 60 ft., passive Perception 10
Languages: Common, Gnomish
Challenge: 2 (450 XP)
Proficiency Bonus: +2
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 d20 to determine if it suffers a malfunction:
1–10: “All Fine Here!” No malfunction occurs.
11–12: “My Mind Is Going. I Can Feel It.” The autognome is incapacitated for 1 minute.
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.
15–16: “Who Turned Out the Lights?” The autognome’s head falls off and deactivates, causing the autognome to be blinded and deafened until a creature uses an action to reattach the head, which reactivates it.
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 (4d10) slashing damage on a failed save, or half as much damage on a successful one.
Unusual Nature: The autognome doesn’t require air, food, drink, or sleep.
Actions
Multiattack: The autognome makes two Shock attacks.
Shock: Melee or Ranged Weapon Attack +3 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (2d6) lightning damage.
Frequently Asked Question of Autognome
1. What Is Autognome In DND?
An autognome is a mechanical gnome that resembles the rock gnome who created it, though it could never be mistaken for a gnome.
Regardless of what its insides are made of, it has a metallic outer casing painted with gnomish features.
It walks with a stiff gait, clanking, wheezing, whirring, and buzzing wherever it goes.
2. What Does Autognome Do In DND?
An autognome obeys its creator’s commands when it is functioning properly, but a design flaw can cause an autognome to go rogue, forget its orders, and wander Wildspace doing anything except what it was designed for.
3. Can Autognome Do Eat And Drinks?
Nope.
The autognome description states that the autognome doesn’t require air, food, drink, or sleep.
4. Which Attacks Does Autognome Makes In DND?
The autognome can use multiattack and the autognome makes two Shock attacks.
Shock: Melee or Ranged Weapon Attack +3 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (2d6) lightning damage.
5. What Book Is Autognome In?
Autognome can be find in sourcebook of Spelljamme Adventures In Space & currently 5th edition is available.
6. Which Languages Does Autognome Used?
Autognome mainly common, and gnomish languages are uses.
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