The Tinkerworm is a gnomish hunting decoy that appears to be a cream-colored leather ball about the size of a grape fruit with raised segments and an ornate gnomish pattern running laterally across the surface. By stroking the gnomish pattern, the object uncurls and takes the form of a wriggling larva complete articulated prolegs and a rudimentary head, it also makes a slightly mewing sound. Stroking the pattern in the reverse direction returns the Tinkerworm to its inert form. The tinkerworm floats just below the surface in water and the leather has a self healing incantation that takes 1d6 hours to fully mend. Despite its delicate appearance, the item is quite sturdy, and has 50 HP points, which also heal over the course of 1d6 hours.
Creatures attracted by the Tinkerworm's movements must make a DC10 INT check or they will mistake it for a young living creature, allowing any undetected combatants advantage on surprise attacks.
If the item drops to 0 hit points, it is considered broken and can no longer be activated.
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