b'Animated Object, Sign \n'b'  Family:   Animated Objects  \n'b'  Large   construct ,  chaotic neutral  \n'b'  Armor Class  15 (natural armor)  Hit Points  39 (6d10 + 6)  Speed  0 ft.\n'b' STATS STR: 18 (+4) DEX:  8 (-1)  CON:  13 (+1)  INT:  8 (-1)  WIS:  11 (+0)  CHA:  6 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  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) \n'b' SPECIAL TRAITS \n'b'\n'b'  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\xe2\x80\x99s spell save DC or fall  unconscious  for 1 minute. \n'b'  Constructed Nature . An animated sign doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'  False Appearance . While the sign remains motionless, it is indistinguishable from a normal sign. \n'b'\n'b' ACTIONS \n'b'\n'b'  Slam .  Melee Weapon Attack : +6, reach 15 ft., one target.  Hit : 13 (2d8 + 4) bludgeoning damage. \n'b'  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\xe2\x80\x99s choice and land  prone , taking 3 (1d6) bludgeoning damage for every 10 feet it was thrown. \n'b'\n'b' ABOUT \n'b' 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. \n'b'  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\xe2\x80\x99s  lair. Unfortunately, animated signs have an unlimited lifespan and can last long after the  wizard  has moved or died. \n'b'  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.'