False Appearance. If the teapot is motionless it is indistinguishable from an ordinary teapot.
Antimagic Susceptibility. The teapot is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Slam. Melee Weapon Attack: +2 to hit, reach 5 ft. Hit: 3 (1d6) Bludgeoning damage.
Pour. Ranged Weapon Attack: +2 to hit, range 30/120 ft. Hit: 3 (1d6) Fire damage.
Drink. The teapot can pour its tea into the mouth of a creature or into a container that a creature can drink as a bonus action within the next hour. The creature gains 4 (1d4 + 2) temporary hit points and can't be put to sleep for the next hour.
Steam Spray (Recharge 5-6). The teapot releases steam in a 10-foot cone, creatures within the area must make a DC 11 Dexterity or take 3 (1d6) Fire damage or half as much on success.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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12/9/2024 4:30:15 AM
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2
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3
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Coming Soon
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