Museum Automaton Statblock ║ Fallout D&D
Feral Ghoul Stat Block
Museum Automaton

Medium Construct (RobCo.), Chaotic Neutral


STR
16 (+3)
DEX
8 (-1)
CON
14 (+2)
INT
14 (+2)
WIS
10 (+0)
CHA
10 (+0)

Armour
Class
18
Hit
Points
32 (5d8 + 10)
Speed 15 ft.
Challenge
Rating
1/8 (25 XP)

Skills: History +5,

Damage Immunities: Poison

Condition Immunities: Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Senses: Passive Perception 12

Languages: Common (But only pre-recorded speeches and/or animal noises.), Robotic


Abilities

Machine Mind: The Museum Automaton is immune to poison, radiation and all forms of disease. It does not need to eat or sleep, but enters an inactive state for at least 4 hours a day to conserve power. The Museum Automaton cannot use stimpaks or other items intended for biological creatures.

Historical Glitch, Roleplay Override: When a Museum Automaton is reduced to half its hit points or lower, its programming glitches, triggering a "Roleplay Override."

At the start of each of its turns, the automaton rolls a d8. Based on the result, it adopts a different historical persona and associated combat behavior for that round:

1-2: Animalistic Instincts: The automaton becomes enraged and begins making aggressive animal noises during combat, and walks on hands and knees if already humanoid.
3-4: Berserker Gladiator: The automaton becomes enraged, gaining advantage on attack rolls. All attack rolls against the automaton also have advantage. whilst it is in this Beserker state. It also gains temporary hit points equal to its Constitution modifier.
5-6: Tactical General: The automaton attempts to command allies (if any) or uses cover and strategic movement. It gains a +2 bonus to AC and advantage on Dexterity saving throws.
7: Dramatic Duelist: The automaton focuses on single-target attacks, gaining a +2 bonus to attack rolls against a single target it designates. It also uses theatrical flourishes, imposing disadvantage on attack rolls against it from other creatures.
8: Erratic Storyteller: The automaton's programming becomes completely unstable. It makes a random attack against the nearest creature (friend or foe) and then uses its bonus action to recite a nonsensical historical monologue, which has no direct effect, but is very unsettling.

Actions

Malfunctioning Wires: Melee weapon attack: +5 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 3) electric damage.

Slam:Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 5 (1d8 + 1) bludgeoning damage.

Bio
The RobCo. Educational Historical Reenactment Units, or "Museum Automatons," were designed to bring history to life within interactive museum exhibits. These humanoid, and sometimes animalistic, robots were programmed for accurate reenactments, complete with period-appropriate dialogue and actions. However, the Great War's chaotic aftermath has left many malfunctioning. Some continue their programs with unsettling precision, while others exhibit erratic and often violent behavior, their historical roles twisted by time and radiation. Encounters can range from harmless, if repetitive, performances to dangerous confrontations. These automatons, powered by varying internal sources, may hold valuable pre-war information, components, or even clues to hidden treasures, offering both peril and potential rewards to the intrepid wasteland explorer.