Medium Construct, Unaligned
Armor Class 12 (Natural Armour)
Hit Points 75 (5d10 + 50)
Speed 30 ft.
STR
12 (+1)
DEX
12 (+1)
CON
12 (+1)
INT
12 (+1)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws STR +3, CON +3
Skills Athletics +4
Damage Resistances Bludgeoning, Force, Piercing, Slashing
Condition Immunities Charmed
Senses Passive Perception 12
Languages Thieves' Cant It cannot speak as it was not given a mouth. It can only speak in forms of sign language, and is unable to write due to the complexity of modern day languages.
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Might of Magic: Due to it being created and fuelled by a magical source, this creature receives 1d8 less damage from all magical sources. All attempts to buff or debuff it with spells will instantly fail, with the magic bouncing harmlessly off their armour.

Unnatural Lifeform: The creature is not of flesh nor bone, thus granting resistance to a wide variety of attacks. All Bludgeoning, Slashing, Piercing and Force are resisted, it is immune to being Charmed and the Mending Spell works on it like it would a regular structure.

Analytical Eye: Utilising the pulsating orb in the Dummy's head, it constantly scans the battlefield and any potential threats, learning their moves and how to best counter them. After every second turn it is in battle, modify all their Scores by +2 and their AC by +1. After this is done for the third time (sixth turn), it can use a Bonus Action to activate the Bonus Action, Form Shift.

Actions

Unarmed Strike: The creature strikes out with a well-aimed punch or kick, honed over years of training and a little magic. Add your Strength Modifier when rolling to hit, dealing 2d8 + their Proficiency Bonus in damage.

Iron Wall: A form of defence known only to the Dummies of the Baseplate. The Dummy prepares to defend itself against all attacks, whether magical or physical. Increases the user's AC by +5 and grants temporary Hit Points equal to 1d8 + your Constitution Modifier. This can only be used once per round.

Bonus Actions

Steady Stance: Immediately after the creature takes an Action, its stance shifts into a ready state, prepared for its next turn. In this ready position, the AC of the defending creature increases by +3 and all attacking creatures have a disadvantage. The effects of this Bonus Action end if the user is hit or it is their next turn.

Form Shift: After watching the battlefield and its environment closely, the Dummy will then change to suit the following situation accordingly. It is unknown why it does this; perhaps a defence mechanism or a way to better dispatch its foes. Regardless, it has resulted in the demise of many opponents. It can switch to a Flighty Dummy, a Striker Dummy or a Tank Dummy.

Reactions

Punching Bag: When a melee attack is made against the target, make a Strength Save and add your Strength Modifier to the total. If the roll is higher than the attacker's Attack Roll, take half the damage normally taken and retaliate instantly with an Unarmed Strike. If the roll is lower, the Save fails and the target takes double damage.

Description

When the Baseplate became devoid of life, its creator made the Dummies, playing with them and hoping to one day start a new civilisation with them. While the Dummies did evolve, they couldn't think; they were pieces of metal tied together by magic. And so, he left them to their devices. Basic Dummies, while lacking in some departments like Mage Dummies, Battle Dummies or Weapon Dummies, have the most potential among them. While they are weak, they aren't picked on by everyone else, as opposed to some societies. They recognise their forefathers, and the forefathers recognise that which they couldn't do before.

MorridanNative

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