Tiny Construct, Unaligned
Armor Class 18 (natural armor)
Hit Points 20 (8d4)
Speed 0 ft., Fly 30 ft. (Hover)
STR
4 (-3)
DEX
18 (+4)
CON
10 (+0)
INT
3 (-4)
WIS
3 (-4)
CHA
1 (-5)
Saving Throws DEX +6
Skills Stealth +6
Damage Immunities Poison, Psychic
Senses Blindsight 30 ft. (blind beyond this radius), Passive Perception 6
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

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.

Actions

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.

ThePeeringEye

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