Armor Class
12
Flying Wonder
Tiny Construct · Unaligned
Hit Points
2 (1d4)
Speed
Walk 5 ft., Fly 30 ft.
CR
—
Traits
Increased Carrying Capacity
The wonder can carry up to 100 pounds.
Wind-Up Operation
The wonder has the 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 action to deactivate it, after which the wonder has the 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 action.