Animated Object, Sign

Family: Animated Objects

Large construct, chaotic neutral

Armor Class 15 (natural armor)
Hit Points 39 (6d10 + 6)
Speed 0 ft.

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 13 (+1) 8 (-1) 11 (+0) 6 (-2)

Skills History +1, Perception +2
Damage Immunities poison
Damage Immunities exhaustion, frightened, paralyzed, petrified, poisoned
Senses passive Perception 12
Languages Common
Challenge 3 (700 XP)

SPECIAL TRAITS

  • Antimagic Susceptibility. The sign is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the sign must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.
  • Constructed Nature. An animated sign doesn’t require air, food, drink, or sleep.
  • False Appearance. While the sign remains motionless, it is indistinguishable from a normal sign.

ACTIONS

  • Slam. Melee Weapon Attack: +6, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
  • Fling. The sign tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 14 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the sign’s choice and land prone, taking 3 (1d6) bludgeoning damage for every 10 feet it was thrown.

ABOUT

This sign suddenly springs to life, with eyes, nose, a mouth, and a pair of arms unfolding from beneath it! Animated signs are guideposts to the wilder parts of Faerie. They are not all friendly however, and some do not take kindly to questions or even being read. The most aggressive will attack those who cross them.

Signs of the Past. Animated signs are created by wizards as guardians. Some are used to keep trespassers out with obvious signage that will back up its warnings with physical force. Others intentionally confuse travelers to push them towards a different path and away from the wizard’s lair. Unfortunately, animated signs have an unlimited lifespan and can last long after the wizard has moved or died.

In the Beating Path. There are many signs throughout Oz and Ev, but few are animated. The ones that are sometimes talk back and of that group, a few are even helpful. But like most things in Faerie, few beings communicate in a direction fashion, even something as straightforward as a sign. The signs that do tend to speak in riddles, and if provoked, will not hesitate to fling attackers off the beaten path.

Section 15: Copyright Notice

5E RPG: Oz Adventures. Copyright 2021, Mal and Tal, LLC; Author Michael Tresca.

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