Rolly Turrit (Rare)

Heliana's Guide to Monster Hunting - Part One p. 481

Type
Wondrous Item
Magic
Yes
Rarity
rare (requires attunement)

Description

Weighing approximately 10 pounds, this 1-foot-cubed turret is bristling with armaments. From its crudely chiselled 'bitey-bit', to the side-mounted 'kannon-boom', and the fore-mounted 'spikeys', this magically-automated turret has but one key flaw: stairs.

Deploy: As an action, you can deploy the rolly turrit, 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 point, 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.