Flying Wonder

Forgotten Realms: Adventures in Faerûn p. 246

Tamaño
Diminuto
Tipo
construct
Alineamiento
sin alineamiento
CA
12
Iniciativa
+2
Puntos de golpe
2 (1d4)
Velocidad
walk 5 ft., Fly 30 ft.
Inmunidades
Poison
Inmunidad a estados
exhaustion, poisoned
Sentidos
Blindsight 60 ft.
Percepción pasiva
10
Idiomas
Understands Common but can't speak
Linaje
Mechanical Wonder
FUE
2
−4
DES
15
+2
CON
10
+0
INT
3
−4
SAB
10
+0
CAR
1
−5

Rasgos

Proficiency Bonus

+2

Increased Carrying Capacity

The wonder can carry up to 100 pounds.

Wind-Up Operation

The wonder has the Unconscious condition until another creature winds it with the wonder's unique key for 1 minute. Once wound, the wonder operates for 10 days or until a creature touches the wonder with its key as a Utilize action to deactivate it, after which the wonder has the Unconscious condition until it is wound again.

Acciones

Chime (Bonus Action)

The wonder chirps a merry, metronomic tune. The wonder chooses one ally that it can see within 60 feet. Until the start of the wonder's next turn, the target has Advantage on the next ability check it makes with a Musical Instrument or Tinker's Tools.

Sprint (Bonus Action)

The wonder takes the Dash action.

Otros datos

description

A Mechanical Wonder is a semi-autonomous object imbued with magical power. Mechanical Wonders vary greatly in size and form depending on their function. A Mechanical Wonder is a dormant object until activated. To activate a Mechanical Wonder, you must wind the wonder with a handheld key unique to that wonder. It takes 1 minute to wind a Mechanical Wonder. While you wind it, you must take the Utilize action each turn. Once wound, a Mechanical Wonder remains activated for the duration specified in the wonder's description below.

An activated flying wonder uses the Flying Wonder stat block. The wonder is an ally to you and your allies. In combat, the wonder shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger. The flying wonder is destroyed if it drops to 0 Hit Points.