b'Vrilwork, Mannequin \n'b'  Family:   Vrilwork  \n'b'  Medium   construct  (bronze, vrilwork),  lawful neutral  \n'b'  Armor Class  15 (natural armor)  Hit Points  33 (6d8 + 6)  Speed  30 ft.\n'b' STATS STR: 14 (+2) DEX:  11 (+0)  CON:  13 (+1)  INT:  12 (+1)  WIS:  8 (-1)  CHA:  1 (-5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +1,  Stealth  +4  Damage Immunities  poison  Condition Immunities   poisoned   Senses   darkvision  60 ft., passive  Perception  11  Languages  Common  Proficiency Bonus  +2  Challenge  3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Antimagic Susceptibility . The clockwork is  incapacitated  while in the area of an  antimagic field . If targeted by  dispel magic , the clockwork must succeed on a  Constitution  saving throw against the caster\xe2\x80\x99s spell save DC or fall  unconscious  for 1 minute. \n'b'  Constructed Nature . A clockwork creature doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'  Mannequin Limbs . Whenever the mannequin takes at least 5 bludgeoning or slashing damage at one time, roll a d20 to determine what else happens to it:\n'b'\n'b'\n'b'  1\xe2\x80\x938 : One leg is severed from the mannequin if it has any legs left. \n'b'  9\xe2\x80\x9316 : One arm is severed from the mannequin if it has any arms left. \n'b'  17\xe2\x80\x9320 : The mannequin is decapitated. If the mannequin is reduced to  0 hit points , all parts of it die. Each time the mannequin loses an arm, it loses a vril staff  attack  (and cannot use the staff with both hands). If its head is severed, the mannequin is  blinded  unless the head can see it. The mannequin\xe2\x80\x99s speed is halved if it\xe2\x80\x99s missing a leg. If it loses both legs, it falls  prone . If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0 feet, and it can\xe2\x80\x99t benefit from bonuses to speed. \n'b'\n'b'  False Appearance . While the mannequin remains motionless, it is indistinguishable from a normal mannequin. \n'b'  Pack Tactics . The mannequin has advantage on an  attack  roll against a creature if at least one of the mannequin\xe2\x80\x99s allies is within 5 ft. of the creature and the ally isn\xe2\x80\x99t  incapacitated . \n'b'  Repairable . A DC 10 tinker\xe2\x80\x99s tools check restores one hit point for each point rolled over the DC. \n'b'  Vril Engine . When the construct dies, it inflicts 10 (3d6) force damage in a 5 ft. radius. Creatures in the radius can make a DC 12  Dexterity  saving throw for half damage. Alternately, when it suffers a critical hit or dies, roll on the Clockwork Engine Malfunction table. \n'b'\n'b' ACTIONS \n'b'\n'b'  Slam .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 5 (1d6 + 2) bludgeoning damage. Vril Staff.  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 5 (1d6 + 2) bludgeoning damage plus 4 (1d8) force damage, or 6 (1d8 + 2) bludgeoning damage plus 4 (1d8) force damage, if used with two hands, and the target must succeed on a DC 11  Constitution  saving throw or be  incapacitated  until the end of its next turn. \n'b'  Vril Ray . Ranged Spell  Attack : +3 to hit, range 60 ft., one target.  Hit : 6 (1d10 + 1) force damage, and the target must succeed on a DC 11  Constitution  saving throw or be  poisoned  until the start of the clockwork host\xe2\x80\x99s next turn. \n'b'\n'b' This cobbled together mannequin is made of different types of metal. \n'b' Mannequins are the animated scraps of other projects. Turned into cheap labor through the power of vrilgonite, they fill a wide variety of roles ranging from pilot to chef, personal assistant to audience member. \n'b' Most vrilwork mannequins encountered individually are typically provided low-powered vril staves and given roles of important responsibility like pilots, guards, etc. \n'b' Gnomish audiences are filled with sunwork eyes and a cluster of vrilwork mannequins known as an audience. The mannequins are dangerous separately, but they are deadliest in groups, where they become a flailing swarm that can overcome any foe.'