TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Automatons by Level Zero
  1
  Automatons
  Mechanical Drones 
  for utility or combat
  A common person can now control the perfect mechanical staff, crew, or army, with AUTOMATONS!
  Commanded by an enchanted amulet, these magnificent drones will undertake any order you give
  them! No questions asked!
  NPC 
  Automatons: This package contains a versatile family of monsters or NPCs.
  Arcane and Analog variants of: Drones, Phalanx, Sentinels, & Savage Automatons.
  Automaton 
  Items: This package also contains items and weapons specifically built for the
  automaton’
  s use (though there’
  s no reason why PCs can’
  t use them)
  Highly Versatile & Modifiable NPCs CR ½th to 8th
  by Level Zero
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’
  s Handbook, Monster Manual, Dungeon Master’
  s Guide, D&D Adventurers League, all 
  other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses
  are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast.
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, 
  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
  
  When I was fighting, I would look to excite the crowds with a 
  bolo punch or something taunting.
   Looking back, they were 
  legal - but not sportsmanlike.
  —Sugar Ray Leonard
  Mechanical Servants
  Automatons were first and foremost created as untiring, 
  ever-ready servants. The most common automatons are 
  drone workers, used for heavy lifting, digging, cleaning, and 
  other menial or arduous tasks. With that said, standing at a 
  guard post could be a duty trusted to a drone. As soon as 
  drones became guards, they needed armor, and the capacity 
  to allow or deny an entity access to whatever the sentry may 
  be guarding. Tinkerers built modifications for their creations
  and after a short time there were an array of gadgets, 
  instruments, & apparatus to further adapt automaton kind.
  Modular Design
  Being of mechanical nature, automatons are easily modifi-
  able.  The following is a list of some basic additions one can
  make to their automaton to better suit its needs. 
  Automaton armor comes in fulls sets, and those sets are 
  coated with uniformity. Most automatons have the capaci-
  ty for only one function core, though larger ones can be 
  built to accommodate two at once. The automaton has two 
  arms, so two arm modifications can be equipped at once. 
  Savage automatons are the exception. They run on all 
  fours, and have a flame thrower attached to the back. 
  Have fun!
  Armor & Coating
  Standard automaton plating is lightweight in design.
   It’s primary 
  function is to cover the mechanical parts that enable movement.
  Light 
  Plating  The standard plating. Optimizes freedom of 
  movement. No stat bonuses - Cost: 100 gp
  Heavy 
  Plating  Combat ready armor. It’
  s bulkier and weighs
  double the standard. +2 AC, -5 Speed, -1 Dex - Cost:
   200gp
  Mithral 
  Plating  This glistening metal makes for a plate as 
  light and compact as standard plating with even more 
  strength than heavy plating. +3 AC - Cost: 4000gp
  Adamantine 
  Plating   This ultra hard metal provides the 
  most solid protection for the automaton. +5 AC, -5 Speed, -1
  Dex - Cost:
   10,000gp
  Lead 
  Coated  a thin sheet of lead coating over existing plat-
  ing provides resistance to magic. Gains resistance to dam-
  age from spells, and has advantage on saves against spells.
   
  Gains Immutable Form:
   no spell can change the shape of the 
  automaton.
   Cost:
   300 gp
  Thermium 
  Coating  This metallic lattice over existing plat-
  ing hardens under extreme heat. When fire damage 
  would normally harm the automaton, it gains HP instead. 
  Additionally, after exposure to extreme heat, the armor radi-
  ates 1d4 fire damage to anyone within 5 feet of the automa-
  ton.
    Cost: 600 gp
  Function Cores
  The core held in the center of its chest is what brings the au-
  tomaton its functionality.
   It’s the part that communicates with
  the command amulet and stores the disciplines taught to the 
  automaton.
   Without it, the Automaton is lifeless.
  Common 
  Core: The standard function core. This core has 
  the capacity to store up to 9 simple commands. Simple 
  commands are just one sentence, like: “Chop the wood” 
  “Deliver this message to the neighbors” or 
  “Let no one escape” The message can be somewhat vague,
  but the command amulet will convey its master’
  s intent. 
  An automaton with this core can still complete complex 
  functions, like cooking a beef wellington, by stringing 
  together different simple commands into one larger goal.
  - Cost 600gp
  Martial 
  Discipline 
  Core: This core is pre-loaded with 
  martial combat skills, which allow the automaton 
  proficiency with melee and ranged weapons as well as 
  some martial arts tactics like the ability to parry, or 
  disarm opponents. Aside from martial skills, this core 
  also has the functionality of the common core.
  Gains Multiattack:
   the automaton can make two attacks on 
  its turn.
   It gains +3 to hit on all of its attacks.
   It also gains 
  Parry and Pack Tactics - Cost 900gp
  Spell 
  Storing 
  Core: The spell storing core has the same 
  basic functionality as the common core, with the added 
  ability to store spells for the automaton to use on its 
  master’
  s behalf. Any creature may cast a spell 1st 
  through 4th level into the core by touching the core as 
  the spell is cast. The spell has no effect other than to be 
  stored into the core. The Core can hold up to 12 levels 
  worth of spells at a time. - Cost 1,500gp
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Automatons by Level Zero
  2
  Automatons
  
  Sensor 
  Core: The sensor core provides the automaton with 
  enhanced awareness, vital for drones tasked with 
  guarding, searching or investigating. Automatons with 
  sensor cores gain a +5 bonus to investigation and 
  survival checks that deal with tracking. Automatons also
  benefit from truesight out to 120ft and a passive 
  perception of 20. - Cost 900gp
  Arm Modifications
  Hands are great and all... but can they do this?:
  Hands: All automatons have hands until their masters 
  decide to cut out the middle man. Nevertheless, hands 
  are exceptionally useful. An automaton with hands can 
  wield any tool or weapon (though not necessarily 
  proficiently) - Cost:
   250gp each
  Power 
  Tool: Many automatons live the life of miners, 
  diggers, and warehouse crew, so it’
  s not uncommon to 
  see an automaton with a hulking power shovel, 
  jackhammer, or complex pulley system for arms. The list
  of tools is only limited to the imagination of it’
  s master. 
  These modifications are basically useless as tools 
  wielded by a non automaton - Cost 100gp ea
  Power Shovel
  No attack bonus, 2d8+8 slashing
  Jackhammer
  No attack bonus, 5d4+6 piercing
  Mop
  +1 to hit, 1d4 bludgeoning + 1 
  poison damage on failed DC 5 
  CON save
  Shredder: This vicious mechanical blade is designed to 
  destroy armor and barriers. It runs on alchemical fuel. 
  Its fuel capacity is ½ gallon, and 1 gallon will allow it to 
  run for 2 hours. Should this weapon become disattached 
  from the automaton, it could be wielded by any 
  character as a heavy, two handed weapon. Cost 200gp
  Melee Weapon Attack: +2 to hit, Reach 5ft, one target Hit: 
  14 (4d6+STR) slashing damage. On a critical hit, the 
  target must make a DC13 saving throw or a piece of 
  their armor is shredded, reducing their AC by 1 
  (optional rule)
  Electrocutor: An electrical node in place of a hand that 
  causes lightning to spring out from it. It has 2d6+6 
  charges before it needs to be recharged. It can be fully 
  recharged by casting shocking grasp on the core within. 
  Should this weapon become disattached from the 
  automaton, it could be wielded by any character as a 
  heavy, two handed weapon. - Cost 300gp
  Ranged Weapon Attack: +3 to hit, Reach 10ft, one target 
  Hit: 13 (3d8) lightning damage. Creatures hit by this 
  attack make a constitution saving throw (DC equal to 
  the damage dealt by the attack). On a failed save that 
  creature's speed is halved, and they can't make 
  reactions until the end of their next turn. This attack 
  has advantage to hit against creatures wearing metal 
  armor.
  Flame 
  Thrower: A fuel tank where the biceps would be, a 
  port at the forearm, and a pilot light at the hand. The 
  flame thrower delivers devastation at the flip of a switch.
  Should this weapon become disattached from the 
  automaton, it could be wielded by any character as a 
  heavy, two handed weapon. - Cost 450gp
  Ranged Weapon Attack: Creatures in a 15ft. cone make a 
  DC15 dexterity saving throw, taking 21 (6d6) fire 
  damage on a failed save, or half as much damage on 
  a successful one. The fire ignites any flammable 
  objects in the area that aren't being worn or carried.  
  Chain 
  Shot: The chain shot uses an explosive mechanism 
  to fire several ensnaring chains at an enemy. Once 
  ensnared, the chain can pull the target toward the 
  automaton. - Cost 500gp
  Ranged Weapon Attack: One target creature within 30ft 
  must make a DC15 dexterity saving throw to avoid 
  this attack. Creatures who fail take 10 (4d4) 
  bludgeoning damage and become grappled. The 
  wielder of the chain shot may retract the chains, 
  pulling the target to them.
  Miscellaneous Modifications
  Treads: There’
  s no doubt that the shortcoming of the  
  automaton is speed. Treads can be installed in place of 
  the legs for a far faster option. Treads only allow the 
  automaton to move in one direction, changing directions
  during a move action costs 15ft of movement. Cost 300gp
  Increases speed by 20ft., Acrobatics checks are 
  impossible, Disadvantage on dexterity saving throws 
  that involve diving or dodging.
  Analog 
  Build: Analog automatons are good for those who 
  have strong convictions against using magic. They run 
  on alchemical fuel which is housed in a back-mounted 
  four gallon tank. A gallon of fuel will run the automaton 
  for two hours. Analog drones are a little dumb, but 
  otherwise are built a little sturdier to protect the more 
  fragile parts within. Cost +50% total
  +2 AC, -5 Speed, +1 to STR DEX & CON, -1 to INT WIS & CHA. -5 
  to passive perception. & Lose antimagic susceptibility.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Automatons by Level Zero
  3
  
  Automaton Drone
  Medium Construct, unaligned
  Armor Class 10
  Hit Points 15
  Speed 20
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (3)
  10 (0)
  16 (3)
  9 (-1)
  8 (-1)
  4 (-3)
  Skills Perception +4
  Senses Blindsight 120ft., Passive Perception 13
  Damage Immunities Radiant, Necrotic, Poison, Psychic
  Condition Immunities Sleep, Poisoned, Stunned, 
  Blinded, Deafened, Charmed, Paralyzed, Frightened
  Languages an automaton can speak any language its 
  master knows.
  Challenge ¼ (50 XP)
  Antimagic Susceptibility An arcane automaton is 
  incapacitated while in the area of an antimagic field. if 
  targeted by a dispel magic spell, the automaton must 
  succeed on a Constitution saving throw against the 
  caster's spell save DC or fall unconscious for 1 minute.
  Bound The automaton is magically bound to a 
  command amulet. Automatons always know the 
  distance and direction of the amulet. The automaton 
  must be within earshot to receive new commands from 
  the amulet.
  Base Model The stock drone is the lightest build of the 
  automaton family, with only the essential 
  equipment required for it to operate. However, it can be
  modified with tinker tools and automaton upgrades or 
  salvaged parts.
  Actions
  Slam Melee Weapon Attack: +4 to hit, reach 5 ft., one tar-
  get. Hit: 7 (1d6+3) Bludgeoning.
  .
  .
  .
  .
  .
  .
  .
  .
  Automaton Sentry
  Medium Construct, unaligned
  Armor Class 12
  Hit Points 25
  Speed 20
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (3)
  10 (0)
  16 (3)
  16 (3)
  16 (3)
  12 (1)
  Skills Perception +10, Investigation +5, Survival (Track-
  ing) +5
  Senses Blindsight 240ft., Truesight 180ft., Passive Per-
  ception 20
  Damage Immunities Radiant, Necrotic, Poison, Psychic
  Condition Immunities Sleep, Poisoned, Stunned, 
  Blinded, Deafened, Charmed, Paralyzed, Frightened
  Languages an automaton can speak any language its 
  master knows.
  Challenge ½ (100 XP)
  Antimagic Susceptibility An arcane automaton is 
  incapacitated while in the area of an antimagic field. if 
  targeted by a dispel magic spell, the automaton must 
  succeed on a Constitution saving throw against the 
  caster's spell save DC or fall unconscious for 1 minute.
  Bound The automaton is magically bound to a 
  command amulet. Automatons always know the 
  distance and direction of the amulet. The automaton 
  must be within earshot to receive new commands from 
  the amulet.
  Actions
  Slam Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 7 (1d6+3) Bludgeoning.
  Electrocutor Ranged Weapon Attack: +3 to hit, Reach 10ft, 
  one target Hit: 13 (3d8) lightning damage. Creatures hit by 
  this attack make a constitution saving throw (DC equal to 
  the damage dealt by the attack). On a failed save that 
  creature's speed is halved, and they can't make reactions 
  until the end of their next turn. This attack has advantage 
  to hit against creatures wearing metal armor.
  Scan The Automaton preforms a quick 360 degree scan. It 
  becomes aware of any life form not behind complete cov-
  er, and of any objects it may have been tasked in searching
  for if not behind complete cover. It can easily find invisible 
  entities as well has secret doors, switches, vaults etc.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Automatons by Level Zero
  4
  
  Automaton Phalanx
  Large Construct, unaligned
  Armor Class 17
  Hit Points 78 (8d12+25)
  Speed 20
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (5)
  16 (3)
  20 (5)
  9 (-1)
  8 (-1)
  4 (-3)
  Senses Blindsight 120ft., Passive Perception 20
  Damage Immunities Radiant, Necrotic, Poison, Psychic
  Condition Immunities Sleep, Poisoned, Stunned, 
  Blinded, Deafened, Charmed, Paralyzed, Frightened
  Languages an automaton can speak any language its 
  master knows.
  Challenge 8 (2300 XP) or 6 with no stored spells
  Lead Coated  Has resistance to damage from spells, 
  and has advantage on saves against spells. Additionally 
  has Immutable Form: no spell can change the shape of 
  the automaton.
  Bound The automaton is magically bound to a 
  command amulet. Automatons always know the 
  distance and direction of the amulet. The automaton 
  must be within earshot to receive new commands from 
  the amulet.
  Dual Core Capacity: The phalanx has the capacity for 2 
  function cores. It is typically equipped with a spell 
  storing core and a martial discipline core.
  Spell Storing Core: The Core can store up to 12 levels 
  worth of spells level 4 or less.
  Actions
  Multiattack. the phalanx makes two melee attacks.
  Heavy Slam Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 11 (2d6+5) Bludgeoning.
  Shredder Melee Weapon Attack: +7 to hit, Reach 5ft, one 
  target Hit: 14 (4d6+5) slashing damage. On a critical hit, 
  the target must make a DC13 saving throw or a piece of 
  their armor is shredded, reducing their AC by 1 
  Flame Thrower Ranged Weapon Attack: Creatures in a 
  15ft. cone make a DC15 dexterity saving throw, taking 
  21 (6d6) fire damage on a failed save, or half as much 
  damage on a successful one. The fire ignites any 
  flammable objects in the area that aren't being carried.
  Parry. The phalanx adds 3 to its AC against one melee 
  attack that would hit it. To do so, the phalanx must see 
  the attacker and be wielding a melee weapon.
  Pack Tactics. The phalanx has advantage on an attack 
  roll against a creature if at least one other allied 
  phalanx is within 5 feet of the creature and the ally isn't 
  incapacitated.
  Savage Automaton
  Medium Construct, unaligned
  Armor Class 15
  Hit Points 50 (7d10+15)
  Speed 40
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (3)
  16 (3)
  16 (3)
  1 (-4)
  8 (-1)
  0 (-5)
  Skills Perception +10, Investigation +5, Survival (Track-
  ing) +5
  Senses Blindsight 240ft., Truesight 90ft., Passive Per-
  ception 20
  Damage Immunities Radiant, Necrotic, Poison, Psychic
  Condition Immunities Sleep, Poisoned, Stunned, 
  Blinded, Deafened, Charmed, Paralyzed, Frightened
  Languages an automaton can speak any language its 
  master knows.
  Challenge 4 
  Thermium Coating When fire damage would normally 
  harm the automaton, it gains HP instead. Additionally, 
  after exposure to extreme heat, the armor radiates 1d4 
  fire damage to anyone within 5 feet of the automaton.
  Bound The automaton is magically bound to a 
  command amulet. Automatons always know the 
  distance and direction of the amulet. The automaton 
  must be within earshot to receive new commands from 
  the amulet.
  Antimagic Susceptibility An arcane automaton is 
  incapacitated while in the area of an antimagic field. if 
  targeted by a dispel magic spell, the automaton must 
  succeed on a Constitution saving throw against the 
  caster's spell save DC or fall unconscious for 1 minute.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Automatons by Level Zero
  5
  
  Dual Core Capacity: The savage has the capacity for 2 
  function cores. It is typically equipped with a sensor 
  core and a martial discipline core.
  Actions
  Multiattack. the savage makes two shredder attacks. 
  And one flamethrower attack.
  Shredder Melee Weapon Attack: +5 to hit, Reach 5ft, one 
  target Hit: 14 (4d6+3) slashing damage. On a critical hit, 
  the target must make a DC13 saving throw or a piece of 
  their armor is shredded, reducing their AC by 1 
  Flame Thrower Ranged Weapon Attack: Creatures in a 
  15ft. cone make a DC15 dexterity saving throw, taking 
  21 (6d6) fire damage on a failed save, or half as much 
  damage on a successful one. The fire ignites any 
  flammable objects in the area that aren't being carried.
  Pack Tactics. The savage has advantage on an attack 
  roll against a creature if at least one other allied savage 
  is within 5 feet of the creature and the ally isn't 
  incapacitated.
  Built In-House, to Order!
  The tinkerers and engineers who craft automatons do 
  so for the sake of profit (and automatons are extremely 
  profitable.) Shops that sell automatons can only be found 
  in the wealthiest cities with thriving economies.
  Most shops are equipped to built in bulk. They can 
  build up to four automatons at a time, making turnover 
  times far more efficient. Once the desired quantity as ex-
  ceeded four, the time extends by 1 day per automaton. 
  Once construction begins, all of the ordered automatons 
  will be completed at once. 
  There are three standard automaton builds, the drone, 
  phalanx, and sentinel. These configurations have a con-
  struction process that'
  s been optimized, giving them a 
  faster turnover and slight discount. 
  Custom configurations can be ordered as well. To de-
  termine the price and turnover time of a set of automatons
  refer to the table on the right. Start with a base model and 
  add up the price in gp and days required to build. 
  A command amulet is included with any automaton 
  purchase. Don'
  t lose it, or let it be stolen. The one who 
  wears the amulet controls the automatons outright.
  Standard Builds
  Price
  Turnover
  Base Model
  1,500+ gp
  7+ Days
  Dual Core Base Model
  1,800+ gp
  7+ Days
  Drone
  1,300 gp
  7 Days
  Sentinel
  1,850 gp
  12 Days
  Phalanx
  4,000 gp
  14 Days
  Armor
  Standard Plate
  +100 gp
  +0 Days
  Heavy Plate
  +200 gp
  +1 Day
  Mithral Plate
  +4,000 gp
  +7 Days
  Adamantine Plate
  +10,000 gp
  +7 Days
  Coating
  Lead
  +300 gp
  +1 Day
  Thermium
  +600 gp
  +7 Days
  Functionality Core
  Common Core
  +600 gp
  +1 Day
  Sensor Core
  +900 gp
  +1 Day
  Martial Discipline
  +900 gp
  +3 Days
  Spell Storing Core
  +1,500 gp
  +7 Days
  Limb Modifications
  Hands
  +500 gp (pair)
  +0 Days
  Power Tool
  +100 gp
  +1 Day
  Shredder
  +200 gp
  +1 Day
  Electrocutor
  +300 gp
  +2 Day
  Flamethrower
  +450 gp
  +2 Day
  Chain Shot
  +500 gp
  +2 Day
  Miscellaneous Mods
  Treads
  +300 gp
  +7 Days
  Analog Setup
  +50% total price +14 Days
  Thanks for downloading and supporting!
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Automatons by Level Zero
  6
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Brandon Brown/Automatons - Versatile NPCs CR 12 to 8th.pdf