THE SHARED REFERENCE Adventurer

Monster

Flying Wonder

Outside your table’s allowed sources

Official reference · FRAiF · 2014

Creature type
Construct
Size
Tiny
Armor class
12
Hit points
2 (1d4)
Speed
Walk 5 ft., Fly 30 ft.
Challenge rating
0
Alignment
Unaligned
Strength
2
Dexterity
15
Constitution
10
Intelligence
3
Wisdom
10
Charisma
1
Passive Perception
10
Senses
Blindsight 60 ft.
Languages
understands Common but can't speak
Immunities
poison
Condition Immunities
exhaustion, poisoned

Traits

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 24 hours 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.

Bonus actions

Chime

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

The wonder takes the Dash action.

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