Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Chimeric Creation. The weasel has glowing eyes that emit bright light out in a 20-foot radius and dim light for an additional 20 feet.
Familiar Communication. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action once per long rest, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
Familiar Spells. Once per day, you can cast the spell used to animate the automaton with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. The spell that powers these automatons must be a cantrip that can not directly harm another creature. Example spells include: Shillelagh
Description
Animal Automatons are powered by a spell and act as artificial familiars to those who were linked to the automaton at creation. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. Additionally, the familiar can be used to cast the spell that originally animated it. Once per month, these automatons will cease to function. Their cranks must be turned and a bit of blood of the person who created it must be used to resume normal functions. If they have gone more than year without being reactivated; in addition a new spell must be used to animate them.
When the familiar drops to 0 hit points, it ceases to function and must be repaired.
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