| 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 |
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.
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.
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