Medium Construct, Unaligned
AC 8 (natural armor)    Initiative −2 (8)
HP 19 (3d8 + 6)
Speed 20 ft.
Mod Save
STR 13 +1 +1
DEX 6 −2 −2
CON 14 +2 +2
Mod Save
INT 1 −5 −5
WIS 3 −4 −4
CHA 1 −5 −5
Senses Blindsight 60 ft. (blind beyond this radius); Passive Perception 6
Languages Common , understands all languages spoken by its creator but can’t speak --
CR 1/4 (XP 50; PB +2)
Traits

Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

False Appearance. While the armor remains motionless, it is indistinguishable from a scarecrow or pile of cloths.

Stuffed Fortitude. If damage reduces the animated dummy to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is acid, fire, or from a critical hit. On a success, the dummy drops to 1 hit point instead.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage.

Description

Animated Dummies move with a jerky, uneven gait. They are clad in the apparel they wore when put together, and carry the stench of sweat and mold.

Creating a dummy requires only a set of clothes and stuffing and the Animate Dummy spell.

Dummy costs determined by Clothes used and available stuffing (grass, leaves, straw)

Clothes, common 5 sp 3 lb.

Clothes, costume 5 gp 4 lb.

Clothes, fine 15 gp 6 lb.

Clothes, traveler’s 2 gp 4 lb.

JoLydee

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