Animate Hut

Animate Hut FT&S p35 6th-level transmutation Casting Time: 1 hour Range: Touch Components: V, S, M (a chicken foot, 500 gp of herbs which the spell consumes) Duration: Permanent You can animate a hovel, hut, or small house that you touch as part of the casting of this spell, causing it to grow two to eight legs that can be organic or inorganic in appearance. This spell can make ambulatory any structure you own with 2 or less room points.
  Built rooms continue to function mostly as normal, though it may be easier or harder for traders to use your trade-specific rooms depending on the structure's location. Use sidebar rules found in The Invisible Hand at Work on the Traders and Merchants page, if your structure ends up in a favorable or unfavorable location for trade.
  This animated hut is a construct immune to disease, poison damage, and being frightened, poisoned, or charmed, and has an AC of 14 + the structure's total room points, hit points equal to 100 + five times the structure's total room points, a speed of 50 feet, 26 Strength, 12 Dexterity, 18 Constitution, a 4 in all other statistics, and is considered to be Gargantuan in size. If the owner of this hut does not consent to this spell taking place, the spell slot will be expended with no effect. If the hut is reduced to 0 hit points, it returns to its inanimate state, but may suffer some structural damage in doing so.
  While you are within this hut, you can expend an action to cause the hut to move in a direction of your choice. As a part of this action, you can cause the hut to take either the Dash or Dodge action. If you are not within the hut but on the same plane as it, you can call it to move to you (taking the Dash action) as a continuous ritual that lasts until the hut arrives, which requires you to stay within the same location for the ritual's duration.
  In either case, the hut is semi-intelligent and will avoid obvious pitfalls and hazardous terrain. If the hut cannot find a way forward (if it is too large for a path, for example), you instinctively know that something is blocking it. The hut is unable to attack, and will actively avoid harming creatures or destroying terrain in the course of its movement.
  If you cast this spell while you already have an animated hut, the first hut returns to its inanimate state, and the new hut becomes your animated hut.
  At Higher Levels. When you cast this spell using a slot of 7th level or greater, the structure you make ambulatory can have up to 3 more room points for each slot level above 6th. Additionally, when you cast this spell using a spell slot of 9th level, you can instead cause the hut to grow wings and fly, granting it a flying speed of 100 feet with the hover quality instead of its normal movement speed.
  Classes: Druid, Warlock, Wizard Note: Both the Fighter (Eldritch Knight) and the Rogue (Arcane Trickster) spell lists include all Wizard spells. Spells of 5th level or higher may be cast with the aid of a spell scroll or similar. Source: FT&S, page 35