Antimagic Susceptibility. The object is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the object must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance. While the object remains motionless and isn't flying, it is indistinguishable from a normal object.
Attack. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 4) piercing damage.
Description
These objects are animated by a spell caster using the animate objects spell, which creates 10 of them. Some spell casters carry a bandolier of 10 daggers for this purpose.
If you are the caster then as a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
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