Crawly Turrit
Wondrous item, very rare (requires attunement)
Shedding much of the mobility issues of its rolly cousin (see page 236), the crawly turrit harnesses the hit-and-run tactics of its draconic inspiration. Recycled dragon breath sacs give this five legged, brass automaton the ability to emulate a dragon’s breath, the pinnacle of kobold bioengineering.
Deploy. As an action, you can deploy the turret, which magically animates for the next 10 minutes. During this time, it is under your mental control while within 100 feet of you. In combat, the turret shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the turret can take any action of its choice, not just Dodge.
Once the turret has been activated, it can’t be activated again until the following dawn.
Death & Healing. While the turret has at least 1 hit points, it regains 2d6 hit points if the mending spell is cast on it. If the turret is reduced to 0 hit points, it shatters and can’t be activated again until a creature with proficiency in smith’s tools or tinker’s tools spends 1 hour to make a DC 16 Dexterity (smith’s or tinker’s tools) check. On a success, the turret regains 1 hit point and can be activated as normal.
Shedding much of the mobility issues of its rolly cousin (see page 236), the crawly turrit harnesses the hit-and-run tactics of its draconic inspiration. Recycled dragon breath sacs give this five legged, brass automaton the ability to emulate a dragon’s breath, the pinnacle of kobold bioengineering.
Deploy. As an action, you can deploy the turret, which magically animates for the next 10 minutes. During this time, it is under your mental control while within 100 feet of you. In combat, the turret shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the turret can take any action of its choice, not just Dodge.
Once the turret has been activated, it can’t be activated again until the following dawn.
Death & Healing. While the turret has at least 1 hit points, it regains 2d6 hit points if the mending spell is cast on it. If the turret is reduced to 0 hit points, it shatters and can’t be activated again until a creature with proficiency in smith’s tools or tinker’s tools spends 1 hour to make a DC 16 Dexterity (smith’s or tinker’s tools) check. On a success, the turret regains 1 hit point and can be activated as normal.
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