The stat block has nothing listed under "Actions" and Bonus Actions only say it can "Chime" and "Sprint".
Usually stat blocks list the things a creature can do and the creature can only do whats on the statblock. Clearly that cant be true of the flying wonder because reading the stat block thay way would say it cant do anything.
On top of that it cant speak and doesnt have a telepathic link like a familiar.
Usually stat blocks list the things a creature can do and the creature can only do whats on the statblock. Clearly that cant be true of the flying wonder because reading the stat block thay way would say it cant do anything.
Any creature can take any of the normal actions (and bonus actions or reactions) listed in the Actions section in the PHB. Or they can do whatever actions they (in this case you, since they follow commands) improvise up and the DM says yes to (also mentioned in the Actions section). Or they can perform any actions that are defined in their statblock.
Thezzaruz is correct, and if you're looking for support for that in the rules, you can find it in the description of how a stat block works in the Monster Manual (here).
Usually, the specific Actions in that section of a monster's stat block are melee attacks, ranged attacks, spell attacks, spellcasting, and saving throw effects, though there are exceptions (e.g. Celestial Spirit).
To me, a Flying Wonder probably doesn't have any of those actions because it's not thematic. But as folks mentioned, it's possible to do what they explained, and even make an Opportunity Attack:
What actions can monsters use to make Opportunity Attack? Are Multiattack and breath weapon actions allowed?
When making an Opportunity Attack, a monster can make any single melee attack listed in its stat block. A monster also has the option to make an Unarmed Strike as an Opportunity Attack, following the normal rules of an Unarmed Strike. [...]
My artificer might be building one of these from plans, and giving it a wand of magic missile which is also built from plans.
With like 2hitpoints, its doa on any hit, but a couple of magic missiles strikes could help any fight. It also doesnt cost 100 gold like the homunculus.
Another consideration is that it is a creature and can wear and use magic and normal items as well as be targeted by effects, depending on how much you want to invest in protecting it.
Potions of Invisibility + Flying Wonder and a spell-storing item with a non-damaging effect that doesn't require an attack roll is relatively safe... as long as there are no AoEs.
Most likely, it's just going to be a disposable, legally distinct Amazon drone.
My artificer might be building one of these from plans, and giving it a wand of magic missile which is also built from plans.
With like 2hitpoints, its doa on any hit, but a couple of magic missiles strikes could help any fight. It also doesnt cost 100 gold like the homunculus.
Blind sight to 60 feet is tight!
The gold cost is one time though... making it a gating mechanism rather than a operational cost. If it dies, you just recover the gem and use it to recast the spell.
As for the flying wonder itself.... its more of a cargo/courier drone than anything else. And I believe the reason it has a bonus action dash is so it can triple move per round, or Dodge while moving, or pick up objects and dart to someone.
"Should work but it would be a clear target if it starts doing magic attacks and at 12 AC and 2 hp I don't see it having much survivability."
I expect it will be destroyed a lot.
2 hp is basically a paper airplane.
On the other hand magic missile has a range of 120, the flying wonder can bonus action dash, and it flies, so it could literally kite and shoot from waaaay out of range of most attacks.
Not to mention, any attack against the wonder is an attack that doesnt target me or a party member.
"The gold cost is one time though... making it a gating mechanism rather than a operational cost. If it dies, you just recover the gem and use it to recast the spell. "
"The gold cost is one time though... making it a gating mechanism rather than a operational cost. If it dies, you just recover the gem and use it to recast the spell. "
One of the only constructs we can get with Blindsight instead of Darkvision.
By the way, can the Flying Wonder see past 60' Blindsight range or does it NOT have normal vision?
If it can only see with Blindsight (60' Radar or Lidar or something) then that will limit the range of a Magic Missile. But these are great for attacking into Fog Clouds or into Smoke from an Eversmoking Bottle.
One of the only constructs we can get with Blindsight instead of Darkvision.
By the way, can the Flying Wonder see past 60' Blindsight range or does it NOT have normal vision?
If it can only see with Blindsight (60' Radar or Lidar or something) then that will limit the range of a Magic Missile. But these are great for attacking into Fog Clouds or into Smoke from an Eversmoking Bottle.
Description for human species doesnt mention anything about vision, so it seems "normal" vision is something everything gets. Kinda like every creature can fo the standard actions? I guess.
Blindsight to 60 will be an awesome addition to party awareness.
The main thing is just to leverage action economy to add a bit more damage. 7 charges for magic missile, but with 2hp, i assume the limiting factor will be it dies on a single hit. And then use replicate magic item to rebuild both of them in the morning.
One of the only constructs we can get with Blindsight instead of Darkvision.
By the way, can the Flying Wonder see past 60' Blindsight range or does it NOT have normal vision?
If it can only see with Blindsight (60' Radar or Lidar or something) then that will limit the range of a Magic Missile. But these are great for attacking into Fog Clouds or into Smoke from an Eversmoking Bottle.
As mentioned in the PHB:
Special Senses
Some creatures have special senses that help them perceive things in certain situations. The rules glossary defines the following special senses:
The Senses entry specifies a monster’s Passive Perception score, as well as any special senses the monster possesses. Passive Perception and special senses are described in the “Rules Glossary”.
So Blindsight is a special sense in addition to the normal vision.
The flying wonder is here: https://www.dndbeyond.com/magic-items/10771765-mechanical-wonder
The stat block has nothing listed under "Actions" and Bonus Actions only say it can "Chime" and "Sprint".
Usually stat blocks list the things a creature can do and the creature can only do whats on the statblock. Clearly that cant be true of the flying wonder because reading the stat block thay way would say it cant do anything.
On top of that it cant speak and doesnt have a telepathic link like a familiar.
So what can a flying wonder do?
Any creature can take any of the normal actions (and bonus actions or reactions) listed in the Actions section in the PHB. Or they can do whatever actions they (in this case you, since they follow commands) improvise up and the DM says yes to (also mentioned in the Actions section). Or they can perform any actions that are defined in their statblock.
Thezzaruz is correct, and if you're looking for support for that in the rules, you can find it in the description of how a stat block works in the Monster Manual (here).
pronouns: he/she/they
Usually, the specific Actions in that section of a monster's stat block are melee attacks, ranged attacks, spell attacks, spellcasting, and saving throw effects, though there are exceptions (e.g. Celestial Spirit).
To me, a Flying Wonder probably doesn't have any of those actions because it's not thematic. But as folks mentioned, it's possible to do what they explained, and even make an Opportunity Attack:
Hmmm..
My artificer might be building one of these from plans, and giving it a wand of magic missile which is also built from plans.
With like 2hitpoints, its doa on any hit, but a couple of magic missiles strikes could help any fight. It also doesnt cost 100 gold like the homunculus.
Blind sight to 60 feet is tight!
Should work but it would be a clear target if it starts doing magic attacks and at 12 AC and 2 hp I don't see it having much survivability.
Another consideration is that it is a creature and can wear and use magic and normal items as well as be targeted by effects, depending on how much you want to invest in protecting it.
Potions of Invisibility + Flying Wonder and a spell-storing item with a non-damaging effect that doesn't require an attack roll is relatively safe... as long as there are no AoEs.
Most likely, it's just going to be a disposable, legally distinct Amazon drone.
How to add Tooltips.
My houserulings.
The gold cost is one time though... making it a gating mechanism rather than a operational cost. If it dies, you just recover the gem and use it to recast the spell.
As for the flying wonder itself.... its more of a cargo/courier drone than anything else. And I believe the reason it has a bonus action dash is so it can triple move per round, or Dodge while moving, or pick up objects and dart to someone.
"Should work but it would be a clear target if it starts doing magic attacks and at 12 AC and 2 hp I don't see it having much survivability."
I expect it will be destroyed a lot.
2 hp is basically a paper airplane.
On the other hand magic missile has a range of 120, the flying wonder can bonus action dash, and it flies, so it could literally kite and shoot from waaaay out of range of most attacks.
Not to mention, any attack against the wonder is an attack that doesnt target me or a party member.
"The gold cost is one time though... making it a gating mechanism rather than a operational cost. If it dies, you just recover the gem and use it to recast the spell. "
Huh. Not sure how i missed that....
I swear it was consumed....
I think it was in one of the UA versions.
Do you realize that if it is reduced to 0 HP, it is destroyed and cannot be repaired?
It would just be 50 GP to build a new one, but after two, the Homunculus is cheaper.
How to add Tooltips.
My houserulings.
One of the only constructs we can get with Blindsight instead of Darkvision.
By the way, can the Flying Wonder see past 60' Blindsight range or does it NOT have normal vision?
If it can only see with Blindsight (60' Radar or Lidar or something) then that will limit the range of a Magic Missile. But these are great for attacking into Fog Clouds or into Smoke from an Eversmoking Bottle.
Every creature has the normal senses unless something explicitly says otherwise.
How to add Tooltips.
My houserulings.
Description for human species doesnt mention anything about vision, so it seems "normal" vision is something everything gets. Kinda like every creature can fo the standard actions? I guess.
Blindsight to 60 will be an awesome addition to party awareness.
The main thing is just to leverage action economy to add a bit more damage. 7 charges for magic missile, but with 2hp, i assume the limiting factor will be it dies on a single hit. And then use replicate magic item to rebuild both of them in the morning.
As mentioned in the PHB:
Also, from the MM:
So Blindsight is a special sense in addition to the normal vision.