Antimagic Susceptibility. The dummy is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the dummy must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance. While the dummy remains motionless, it is indistinguishable from a normal training dummy.
Subdue and Capture. If the dummy brings a creature to 0 hit points, or if any enemy within it's walk speed is at 0 hit points, it's next turn will always be to tie up the unconscious creature and drag it to safety, whether it be in a corner or in a jail cell. The dummy is incapable of bringing harm to a living being, but will bludgeon into submission if ordered. If an ally dummy is already going to capture an unconscious enemy, then the dummy will continue attacking the enemy instead. If the dummy is incapacitated or destroyed, another dummy will attempt to finish the task.
Multiattack. The armor makes two melee attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Training Sword. Melee Weapon: +4 to hit, reach 5 ft., one target. Hit: 3(1d6) bludgeoning damage.
Description
This magically animated training dummy may be out for vengeance because of it's life of being beat up, it may be for magical training by powerful wizards, or for non-lethal defense of property. This dummy can either be mobile or immobile, where it is propped up on a wooden pole. If the dummy is mobile, it's Dexterity score is 12. Due to it being a training dummy, it will take a DC 18 Strength check to knock over the dummy if it is mobile, or if it is immobile, the pole that is propping it up will have to be cut. The dummy is not capable of planning, and is not particularly intelligent, but has limited magical contact with other dummies near it, and can tell other dummies if they are already going to capture a unconscious enemy, if it is about to die, and if enemies are near.
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