Dram's Whistle
A magic item from the Elderdays, Dram's Whistle longs for destruction and battle.
Dram's Whistle cannot be attuned or controlled by any creature.
While any creature with CR 1/4 or higher is within 60" of Dram's Whistle the following occurs on the initiative count of 30 of each subsequent round and impacts all creatures within 240":
- Must make two DC 16 wisdom savings throws
- On a duel success, the creature retains its free will
- On a single failure, the creature must immediately move towards the nearest creature and attack it with all possible ferocity. If there is no creature within a run movement, the creature attacks itself with advantage to attack rolls.
- On a double failure, the creature gains the dash action as a bonus action that it must use if required, it must immediately move towards the nearest creature and attack it with all possible ferocity (advantage to all attack rolls). If there is no creature within a run movement, the creature attacks itself with advantage to attack rolls.
- While any creature with CR 1/4 or higher remains within 60" of Dram's Whistle on inititiave count of 30 return to point one
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