BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Clockwork Faefly

Alter: This brass clockwork mechanism is 2 inches long and whirs with the hum of gears inside. You can tap the head of the faefly twice as a bonus action. When you do, the mechanism begins to flutter 5 feet in the air. The faefly has an AC of 10 and 10 HP and flutters in this way until a creature grasps it or it falls to 0 HP. If you move more than 60 feet from the hovering faefly, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the faefly sinks to the ground and becomes inactive, and its light fades out. While its flying, you can use a bonus action to speak its command word to cause it to move up to 20 feet.

If you are within 60 feet of the faefly, you can speak another command word to cause it to emit the light spell or cast faerie fire (DC 13), affecting a 20-foot cube originating from itself. Faerie fire does not require concentration when cast in this way, but ends early if the faefly falls to 0 HP. Once the faefly casts faerie fire spell, it cant cast it again until next dawn.

The faefly is considered a magical object and is not a creature. If the mending spell is cast on it while it has at least 1 HP, it regains 2d6 HP. If the faefly falls to 0 HP, it can't be used again until 2 days have passed, at which point it regains all its HP.

Attunement: no
Rarity: Uncommon
Type: Item
Cost: 345gp
Griffons Saddlebag, Vol 1

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!