Medium Construct, Unaligned
AC 14    Initiative +0 (10)
HP 28 (5d8 + 5)
Speed 30 ft.
Mod Save
STR 14 +2 +2
DEX 11 +0 +0
CON 13 +1 +1
Mod Save
INT 1 −5 −5
WIS 3 −4 −4
CHA 1 −5 −5
Vulnerabilities Fire
Immunities Poison, Psychic; Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Poisoned
Gear The weapon rolled for Weapon Loadout
Senses Blindsight 60 ft.; Passive Perception 6
Languages None
CR 1/2 (XP 100; PB +2)
Traits

Constructed Resilience. The mannequin doesn’t require air, food, drink, or sleep.

Unnerving Stillness. When motionless, the mannequin is indistinguishable from an ordinary wooden dummy. A creature must succeed on a DC 15 Intelligence (Investigation) check to recognize it as animated.

Weapon Loadout. When the dummy is activated, roll 1d4 to determine its weapon type:

  1. Longsword
  2. Spear
  3. Two Clubs
  4. Halberd
Actions

Choose an action based on the weapon rolled for the Weapon Loadout ability.

Multiattack. Training dummy makes two attacks with its club if "Two Clubs" was rolled for Weapon Loadout.

Longsword. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage.

Spear. Melee Attack Roll: +4, reach 10 ft. Hit: 5 (1d6 + 2) Piercing damage.

Club. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage.

Halberd. Melee Attack Roll: +4, reach 10 ft. Hit: 7 (1d10 + 2) Slashing damage. This attack has disadvantage against targets within 5 feet.

Previous Versions

Name Date Modified Views Adds Version Actions
6/4/2025 11:55:57 AM
2
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1.1
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6/5/2025 3:25:48 PM
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1.2
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6/5/2025 3:36:30 PM
3
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1.3
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6/5/2025 3:43:04 PM
4
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6/5/2025 3:45:32 PM
3
0
1.5
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Habitat: Urban

ClockGear

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