A roughly carved wooden bird with four (4) keys of various colors (red, orange, yellow, and green), each key making the bird sing a different song with a different effect.
Red: Five (5) birds swoop down and attack a creature within 60 feet of you. Roll an animal handling check (DC14). On a success, you get to chose who the birds target. On a failed save, the birds attack a creature at random (based on appropriate die roll). The birds have a +10 to hit on a melee attack, which does 5d4 piercing damage (amount of damage done can be adjusted for higher levels).
Orange: A bird flies down, and will attempt to take a weapon from a creature. Roll an animal handling check (D13). On a success, you will choose the bird’s target, while on a failure the bird will target you. If the targeted creature is holding the weapon, the creature must make a DC15 strength saving throw. On a success, the creature will keep the weapon. On a failure, the bird will take carry the weapon up to 45 feet, and drop it in a tree within a radius of 45 feet. If there is no tree, the bird will drop the weapon up to 60 feet away. If there is no creature with a weapon within 60 feet, nothing will happen.
Yellow: A large bird swoops down and picks up the creature that turned the key. On a successful animal handling check (DC14), the creature can direct the bird where to go up to 15 feet. On a failed save, the creature will be carried somewhere random (according to the appropriate dice roll).
Green: A small bird will fly down, carrying a Greater Health Potion. The creature that turned the key will have to make a dexterity saving throw (DC14). On a successful roll, the creature will catch the potion. On a failed save, the bird flies into the creatures face, causing the creature to go blind for one (1) round of combat. (Type of potion can be adjusted based on level).
Each key can only be used three (3) times before becoming normal wind up keys, with no magical properties.
Notes: Healing, Summoning, Damage, Control, Utility, Consumable
It's at least Rare