Another Automaton

Automaton, Abomination, Greater
AC: 6
HD: 4
Move: 60' (20')
Attacks: 3 weapons
Damage: 1d6 each
No. Appearing: 1
Save As: Fighter: 4
Morale: 12
Treasure Type: U
Alignment: Chaotic

This abomination is a tangled combination of human remains and the corroded remains of at least a dozen automatons.  It rudely drags itself across the floor using multiple legs and arms, and several active heads make unintelligible noises.  It will attack anything it sees, looking to add more parts to itself.  Its slower speed makes it easy for other automatons to outrun it, however.

If the abomination hits twice successfully in a round while fighting another automaton, it will spend the next round tearing it to pieces and patching it into its own body.  This will heal the abomination for 2d8 hit points.  If the abomination is at full hit points when this happens, it will add another hit die to itself (increasing its max hit points by 1d8).  Should a greater automaton with functioning plasma guns be absorbed, it will use those weapons in preference to blades.

If the abomination hits twice successfully while fighting a PC (or other living creature), it will attempt to integrate the PC into itself, causing an automatic 1d6 points of damage the next round.  If this kills the PC, the abomination will be healed of 1d4 points of damage as it uses the body to reinforce its structure; otherwise, the PC successfully disentangles from the creature.  The PC may attack the abomination, but not flee, while this is going on.

When the automaton is reduced to half hit points (or below), it will break into two lesser abominations, each with the current number of hit points of the automaton.

The abomination is nearly 10 feet across, and cannot traverse smaller corridors, and it takes at least a round to squeeze itself through most doorways, as it needs to reassemble itself.  It is able to attack multiple opponents simultaneously, on all sides of its body.

The multiple, failing minds of this creature make it immune to Charm Person and Fear (Sleep will work normally).

Automaton, Abomination, Lesser
AC: 6
HD: 2
Move: 60' (20')
Attacks: 1 weapon
Damage: 1d6
No. Appearing: 1
Save As: Fighter: 2
Morale: 10
Treasure Type: U
Alignment: Chaotic

The lesser abomination is formed when the greater takes enough damage to be split in two.  It has a vague notion of its damaged state, and its reduced morale makes it slightly less likely to fight to the death.

If two or more lesser abominations are left unmolested for several turns, they will merge into a greater abomination, healing fully in the process.

The lesser abominations are unable to assimilate active automatons or PC's into their structure, as they do not have enough functioning arms to perform the repairs using a struggling individual.

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