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