Actions/Abilities/Traits: D&D 5e
Attributes
Strength: 2
Dexterity: 15
Constitution: 10
Intelligence: 3
Wisdon: 10
Charisma: 1
Bonus Action
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.
Bonus Action
Sprint
The wonder takes the Dash action.
Trait
Increased Carrying Capacity
The wonder can carry up to 100 pounds.
Trait
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.
Trait
Passive Perception
10
Immunities
Damage Immunities
poison
Immunities
Condition Immunities
exhaustion
poisoned
Senses
Blindsight 60 ft.
Languages
understands Common but can't speak
Actions/Abilities/Traits: D&D 5e