AC
16
Initiative
+0 (10)
HP
45
(6d8 + 18)
Speed
20 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 12 | +1 | +3 |
| CON | 16 | +3 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 1 | −5 | −5 |
| WIS | 3 | −4 | −4 |
| CHA | 1 | −5 | −5 |
Resistances
Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities
Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses
Blindsight 60 ft.; Passive Perception 7
Languages
None
CR
1/2 (XP 100; PB +2)
Traits
Tactical Feedback Core.
The dummy emits magical pulses when struck:
- Critical hit? It flashes green and plays a triumphant chime.
- Sneak attack? It glows purple and says “Precision acknowledged.”
- Reckless attack? It glows red and says “Aggression noted.”
Actions
Padded Slam. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Bludgeoning damage.
Shield Bash The dummy can attempt to shove a creature within 5 ft. (DC 12 Strength save).
Reactions
Controlled Counterstrike (Optional).
Once per round, if struck by a melee weapon, the dummy can make a padded retaliatory strike:
Padded Slam. +4 to hit, 1d4 bludgeoning damage (nonlethal).
Description
The standard training dummy - used by novice adventurers to learn the craft of melee fighting.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
9/16/2025 4:48:17 PM
|
2
|
1
|
--
|
Coming Soon
|
Comments