Construct. It doesn’t need to eat, drink, sleep, or breathe.
Immutable Form. The mannequin is immune to any spell or effect that would alter its form.
Magic Resistance. The mannequin has advantage on saving throws against spells and other magical effects.
Magic Weapons. The mannequin's weapon attacks are magical.
Regeneration. The mannequin regains 10 hit points at the start of its turn if did not take damage in the previous round. Additionally, if the mannequin is reduced to 0 hit points, it will begin reforming itself and reassembling after 1 minute.
Riddle Rule Immunity. The mannequin is extremely durable. Each Bop-It mannequin functionally has doubled resistance to all damage that does not correspond to the mannequin version. All damage that is not of the correct type only deals one quarter damage.
Bop-It Style. Carries a maul and shield. Accepts both Bludgeoning and Force damage.
Pull-It Style. Carries an ornate longbow. Accepts both Piercing and Fire damage.
Twist-It Style. Carries a pair of twin daggers. Accepts both Piercing and Poison damage.
Spin-It Style. Carries a flail and shield. Accepts both Bludgeoning and Thunder damage.
Flick-It Style. Carries a whip and dagger. Accepts both Slashing and Lightning damage.
Multiattack. The mannequin makes two melee attacks. The attacks depend on what version of Bop-It Mannequin it is
Bop-It Maul. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (4d8 + 5) force damage.
Pull-It Longbow. Ranged Weapon Attack: +10 to hit, reach 10/60 ft., one target. Hit: 16 (4d6 + 5) fire damage.
Twist-It Dagger. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (6d4 + 5) poison damage.
Spin-It Flail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d8 + 5) thunder damage.
Flick-It Whip. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 16 (6d4 + 5) lightning damage.
The Same, But, Better. When the mannequin witnesses a creature within 60 feet of it fail to interact with itself or another mannequin three times, it can and all other mannequins within range can use their reactions together to force a Constitution saving throw on the failing creature (DC 20). On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage..
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