Awakened mugs live to serve, a truth so literal that they wouldn’t exist without it. Conceived by a wizard whose ingenuity was matched only by his laziness, animated mugs possess a spark of intelligence and autonomy that allow them to provide appropriate libations when needed, even without explicit instructions. Ironically, with that intelligence come some complications. Awakened mugs become restless when shut up in a cupboard or backpack, and tend to act out if not used regularly. They much prefer to wander freely, or wobble along behind their owner during a journey. Fortunately, they come when called—or, indeed, when they expect their master to be thirsty, whether they’ve been called or not.
Self-Filling
The awakened mug can magically fill itself with various liquids when asked, or when the mug feels like it. The mug can bring its contents to a boil, nearly freeze it, or completely alter its flavor. Flavor alteration sounds like quite the cash cow for tavern owners, who all quickly learn they don’t actually get to pick the flavors. Awakened mugs often develop strange, almost fey senses of humor. With masters who can appreciate such humor, a strong friendship quickly forms.
Mixological Memory
Perhaps the most useful ability of the animated mug is its memory. The mug can recall any drink that has ever been poured into it, and recreate that drink when it refills itself. The mug can’t recreate the supernatural elements of magic potions—that would truly be nonsense. But, it can fix you a Cosmopolitan the way you had it that one time, while you were hiding from pit fiends in a cave in the lower planes, and that might be just as impressive.
Feud
Awakened mugs have an entirely irrational hostility toward other animated objects. They will take any opportunity to spill their contents on rugs of smothering, animated suits of armor, and any other objects they perceive as rivals. Their complete lack of actual combat ability makes their aggressive endeavors quite the slapstick show for bar patrons.
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Tiny construct , neutral
Armor Class: 10
Hit Points: 4hp (1d6 + 1) 2d8+4
Speed:
30 ft
, fly: 0 ft
, burrow: 0 ft
, swim: 0 ft
, climb: 0 ft
Skills: Perception +3
Condition Immunities: Blinded, Exhaustion
Senses: Blindsight 60 ft. (blind beyond this radius), Passive Perception 13
Languages: Understands one language spoken by its creator
Challenge Rating: 0
Antimagic Susceptibility. The mug is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the mug must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.
Fickle Bartenders. The mug can be coaxed into chilling, warming, or flavoring its contents with a DC 14 Persuasion check.
Novice Alchemist. If the mug’s Bond Strength is 12 or higher, it can call upon arcane energy and recreate a liquid it has held for more than 7 days. After 1 hour of brewing, the liquid is transmuted. The new liquid cannot be worth more than 10 gp.
Strange Language. The mug can speak if it contains alphabet soup. It will likely use this form of communication to complain about not being full of its favorite beverage, often a type of ale.
Actions
Slam. Melee Weapon Attack: -1 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Spill Over. Ranged Weapon Attack: +3 to hit, range 5/15 ft., one target. Hit: 4 (1d4 + 2) fire (or acid, depending on the mug’s contents) damage. After using this action, the mug falls prone and is emptied of its contents.
Suggested Environments
Urban
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