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Auto-Gnomes
Loyal and eager to please, these little creatures are constant busy bodies, always working on a new invention or scheme.
Spellcasting. The Auto-Gnomes is a 1-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). Auto-Gnomes have elemental based magic, casting mostly lightning, fire, and cold damage.
Cantrips (at will): Dancing Lights, Create Bonfire, Eldritch Blast
1st level: Entangle, Thunderwave
2nd level: Flame Blade, Flaming Sphere
3rd level: Call Lightning, Elemental Weapon, Fireball
4th level: Wall of Fire
5th level: Conjure Elemental
6th level: Chain Lightning, Investiture of Flame, Investiture of Ice
8th level: Tsunami
Scrap Bandage. Scrap Bandage - When at half HP, auto-gnomes can take an action to repair themselves for 1d10 temp HP, using their tinkering skills to fix themselves.
Easily Charmed. Charm Person immediately succeeds.
Pack Tactics. The Auto-Gnome has advantage on an attack roll against a creature if at least one of the Auto-Gnome's allies is within 5 feet of the creature and the ally isn't incapacitated.
Immutable Form. The Auto-Gnome is immune to any spell or effect that would alter its form.
Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2d6 bludgeoning damage.
Fling. One Large or smaller object held or creature grappled by the Auto-Gnome is thrown up to 10 feet in a direction chosen by the Auto-Gnome and lands prone. If the thrown target is a creature, that creature must succeed on a DC 15 Dexterity saving throw or take 1d10 bludgeoning damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2d6 slashing damage.
Reactions
Shield. The Auto-Gnome casts Shield in response to being hit by an attack. It gains a +5 bonus to AC, including against the triggering attack, until the start of its next turn.
Absorb Elements. The Auto-Gnome casts Absorb Elements in response to taking lightning, poison, or thunder damage. It gains resistance to that damage type until the start of its next turn, and its next melee weapon attack deals an extra 1d6 damage of that type.