Armor Class 12
Hit Points 2 (1d4)
Speed 5 ft., fly 30 ft.
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses Blindsight 60 ft., passive Perception 10
Languages understands Common but can't speak
Challenge 0
Increased Carrying Capacity. The wonder can carry up to 100 pounds.
Wind-Up Operation. The wonder has the Unconscious 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 Utilize action to deactivate it, after which the wonder has the Unconscious condition until it is wound again.
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 Dash action.
FRAiF, p. 246