The Whistle of the Sentinel is a finely crafted silver whistle adorned with intricate engravings of armored knights. When blown, the whistle emits a hauntingly melodic sound that resonates through the air, summoning a set of animated armors to serve and protect the wielder.
Abilities:
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Summon Animated Armor: As an action, the user can blow the whistle to summon a set of animated armor. The armor acts as a loyal protector to the party and follow the user's commands to the best of their ability. In combat the armor takes it's turn immediately after yours, and automatically takes the dodge action unless you give it a command using your bonus action. The animated armors have the following statistics:
- AC: 18 (natural armor)
- HP: 50
- Speed: 25 ft.
- Immunities: Poison, Psychic
- Vulnerabilities: Thunder, Lightning
- Actions: Slam attack (melee weapon attack, +5 to hit, 2d6+3 bludgeoning damage).
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Limited Duration: Once summoned, the animated armor remain under the user's command for up to 1 hour. After this time, it returns to their dormant state and cannot be summoned again until the next dawn.
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Attunement: The Whistle of the sentinel requires attunement by a creature proficient in the with a Charisma score of 14 or higher. Once attuned, the user gains a sense of connection with the guard, allowing them to communicate simple commands non-verbally.
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Limited Autonomy: While the animated armors are loyal, they lack intelligence and cannot make complex decisions. They follow commands but might struggle with nuanced instructions or complex tactics.
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