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 dummy remains motionless, it is indistinguishable from a normal training dummy. When combat starts it generates one of the following weapons made of magic.
Multiattack. The dummy makes three melee attacks with one of the following weapons.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 8) bludgeoning damage.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d10 + 8) slashing damage.
Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (2d6 + 8) slashing damage.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 8) slashing damage.
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d12 + 8) slashing damage.
Description
This training dummy moves an acts like a fighter, giving opponents an actual challenge.
The fighter variant of the two special training dummy types creat by Dankkoorimm "Pock" Turin.
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