Tiny Construct, Unaligned
Armor Class 18 Natural Armour
Hit Points 20 (8d4)
Speed 30 ft.
STR
4 (-3)
DEX
18 (+4)
CON
10 (+0)
INT
3 (-4)
WIS
3 (-4)
CHA
1 (-5)
Skills Acrobatics +6
Senses Blindsight 30ft., Passive Perception 6
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Antimagic Susceptibility. The wand is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the wand must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Charged. The wand has 7 charges. When it chooses, or while a creature is wielding the wand a charge can be expended to cast the wand's spell which typically has a DC of 15. The wand regains 1d6 + 1 charges at dawn. If the wand's last charge is expended roll a d20. If this charge was expended by a creature besides the wand, that creature becomes the target of the spell and the wand is destroyed. In any other circumstance the wand falls unconscious until it regains a charge.

Actions

Spell. The wand casts its spell.

Piercing Dive. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 6 (1d4 + 4) piercing damage.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Description

Wizards are not always the most physically endowed, and sometimes the task of carrying a wand is too much effort when one can simply enchant it. An animated wand, typically follows and obeys its creator, but wands have been known to revolt when not properly polished or kept in appropriately velveted boxes. 

Monster Tags: construct

Habitat: Urban

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