| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 14 | +2 | +2 |
| CON | 13 | +1 | +1 |
| 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.
Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Weapon. Weapon Attack: +3 to hit, range, reach, and damage as weapon
Description
Animated Mannequins are clad in the apparel they wore when put together, and move with a stiff gait.
Animated Mannequins are proficient with simple melee and ranged weapons plus the Shortsword. A mannequin can wear armor but is not proficient in any armor.
Creating a mannequin requires Joints, wooden parts, and the Animate Dummy spell. Joints can be reused.
Mannequin Joints 2 gp 5 lb.
The finest Animated Mannequins have porcelain masks, use weapons, and wear clothing.
House Cannith has secret forges where they can create and awaken War Mannequins also known as Warforged.
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.
Porcelain Mask 5 gp 1 lb.
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