Autognomes
Small Construct
Hit Dice: 6d10 (33 hp)
Initiative: –1 (–1 Dex)
Speed: 10 ft. (can't run), fly 15 ft. (clumsy), burrow 5 ft.
AC: 20 (+1 size, –1 Dex, +10 natural)
Attacks: 2 Slam +9 melee, scoop +9
Damage: Slam 1d8+5, scoop 1d10+5
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Possible lightning bolt
Special Qualities: Construct, flight, hardness, magical immunities, malfunctions
Saves: Fort +2, Ref +1, Will –1
Abilities: Str 21, Dex 9, Con —, Int 4, Wis 5, Cha 7
Skills:
Feats:
Climate/Terrain: Any
Organization: Solitary, or Unit (1–4)
Challenge Rating: 5
Treasure: Half standard plus description
Alignment: Always neutral good
Advancement: 7–12 HD (Medium-sized), 13–18 (Large)

    The autognomes are automatons that resemble gnomes, with gears, pulleys, and bits of magic inside it, though no one could ever confuse an autognome with a real gnome. The tinker gnomes create the autognome for exploration, rescue, prospecting, and defense in environments hostile to human and demihumans.

    Combat: Autognomes obey the following directives: (1) defend gnomes under attack by non-gnomes; (2) defend yourself against attack; and (3) defend babies and children from harm. The last directive arose from the best intentions, but unfortunately, it neglects to specify races; so if, for instance, an autognome see elves battling young beholders, the autognome blasts away at the elves.
    Autognomes attack with two heavy metallic fist, doing 1d8 damage each plus strength modifier.
    Since one of their functions is to collect soil samples from different planets, most autognomes (90%) have a retractable metal scoop. If the scoop is used as a weapon (only when the autognome malfunctions), it inflicts 1d10 damage plus strength modifier.
    Regardless of attack form the autognome uses, it yells as it fights” “Crush! Kill! Destroy! Exterminate, exterminate! Maim! Hurt! Incapacitate!”

    Construct: Immune to mind-influencing effects, poison, disease, and similar effect. Nor subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

    Lighting Bolt (Su): Some autognomes (33%) are used exclusively for combat, and have a wand of lighting bolts set in their chests. These wands have 5d10 charges remaining and are salvageable after the autognome is defeated or (more likely) when it breaks down and collapse into a useless heap.

    Hardness (Ex): An autognome has hardness rating of 10 that is applies to all attacks which hardness is functional against.

    Fight (Ex): Thru wonders of gnomish engineering the autognome is able to sustain flight for only short time (1 hour) before it must restore “fuel”. If during flight it runs out of fuel a small parachute deploys for its back allowing the autognome to gain the benefits of a feather fall.

    Magic Immunities (Ex): Autognomes are completely resist all magical attacks and supernatural effects, except disintegrate.

    Malfunctions (Ex): Every successful hit on an autognome has a 10% chance of causing a malfuction. Any time an autognome rolls a 1 for its attack roll, it has a 25% chance of malfunctioning. Finally, an autognome has a 5% non-cumulative chance per day to malfunction. Whatever the cause, roll 1d100 and consult the following table:

Autognome Malfunction Table
01–16
Autognome becomes a rogue (if already a rogue, use result of 73-88)
17–24
Autognome attacks itself for 1d4 rounds
25–26
Head falls off
27–30
Left leg falls off
31–34
Right leg falls off
35–37
Left arm falls off
38–40
Right arm falls off
41–42
Head falls off, but autognome spends one round reattaching the lost limb
43–46
Left leg falls off, but autognome spends one round reattaching the lost limb
47–50
Right leg falls off, but autognome spends one round reattaching the lost limb
51–53
Left arm falls off, but autognome spends one round reattaching the lost limb
54–56
Right arm off, but autognome spends one round reattaching the lost limb
57–72
Autognome attempts to extract a core sample from the victim
73–80
Autognome shuts down for 1d10 hours
81–88
Autognome explodes (3d10 damage in a 20 foot radius; Reflex save DC 18 for half damage
89–90
Autognome's orders change — Self-destruct sequence starts. Autognome explodes in 1d4 rounds unless doused with water
91–92
Autognome's orders change — Autognome gives its report
93–94
Autognome's orders change — Autognome asks to record report, and remains stationary until the PC stops talking
95–96
Autognome's orders change — Autognome begins to talk backwards
97–98
Autognome's orders change — Nearest PC is recognized as a baby
99–100
Autognome's orders change — Nearest PC is recognized as a gnome; autognome follows PC around

In The Spheres
    Autognomes contribute nothing to the wildspace except for piles of scrape metal when they inevitably break down or as hazards if it is a Rogue type. There is a &#8531 chance that an encountered autognome is a rogue. It has forgotten its orders and is now in one of the following conditions (roll 1d4):
  1. The autognome believes itself to be a real gnome, and tries to live a normal life, including eating, sleeping et cetera.
  2. The autognome awaits new orders from anyone it meets
  3. Same as #2, except it does the opposite of what it is told
  4. The autognome attacks all living creatures in sight
    Spelljamming gnomes have a 10% chance of having 1d4 autognomes on board to explore hostile environments. The gnomes guard the secret of building autognomes jealously, though no one but gnomes wants to build the things. It is rumored that it requires many spells such as animate object, and quest, with the feat Craft Wondrous Items and cost at least 10,000 gp.


Autognome, SPELLJAMMER, DUNGEONS & DRAGONS, D&D, ADVANCED DUNGEONS & DRAGONS, AD&D, the D&D logo, the AD&D logo, the d20 System logo and d20 are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with permission. All titles, and all proper nouns, including character names, locations, and named items are considered Product Identity per Section 1 of the Open Game License v1.0a and are exclusively owned by Wizards of the Coast, Inc.
©2002 Wizards of the Coast, Inc.

Compliance of Conversion Policy, Open Game License and the d20 System Trademark License:
Use of WIZARDS OF THE COAST® Product Identity including proper names and product titles is hereby permitted exclusively via this ESD Conversion Agreement. A current version of this policy can be obtained at: http://www.wizards.com/d20/conversionpolicy.asp

The distributor of this document accepts full responsibility for ensuring the materials contained within comply with the most recently published version of that policy, and with the Open Game License, and with the d20 System Trademark License. If you wish to redistribute any portion of this document containing Wizards Product Identity, you must also agree to the terms of the current ESD Conversion Agreement.

To obtain a digital copy of the original source material this conversion is derived from, please link to: http://www.wizards.com/whatevertherightlinkshouldbe.asp."

Autognome, © 1991Wizards of the Coast, Inc.
d20™ System, Conversion of Autognome ©2002, Mark Doolan
Image by Static
Original Source: Monstrous Compendium #9

    Notes on this Conversion: The autognome conversion was a joy to do and time went by fast. I more of less made the autognome a "micro" iron golem which falls apart often. Instead of damage reduction I just used hardness instead and made its strength much higher then it was in 2E (then again many creatures in 3E are "much" stronger then before! All in all it was an easy conversion (but very time consuming).
    A while back I ask Static If I could use Tincocil (TIN-ko-sil) as a image for an autognome and he gave permission to do so! Thanks Static!