Pipes of Insect Control
A set of pan pipes, crudely made and lashed together with twine. Each of the four pipes plays a different note. Originally of suspected fey make, and found in the Cleenseau Wood by some bandits. Later found in the bandit lair by the Heroes of Cleenseau.
Mechanics
This rough set of pan pipes can be used to control an insect. As a Magic action, target one insect (or swarm of insects) within 100 feet that can hear the pipes being played. The insect must make a DC 13 Charisma Saving Throw. If the insect is Charmed by the pipes, it automatically fails this Saving Throw. On a failure, you can apply one of the following effects to the beast:
Enrage. This gives the beast 5 Temporary Hit Points and enrages it. For the next hour it will attack any creature it sees on sight.
Calm. This acts as the Calm Emotions spell but with a duration of 4 hours.
Frighten. This causes the beast to be Frightened of you for as long as you continue to play the pipes (no action required), for up to 10 minutes.
Nest. This calms the beast and causes it to tunnel and burrow and make a nest for the next 4 hours.
If a single insect that is not Immune to the Charmed condition is subjected to the Calm effect three times each day, for five consecutive days, the insect is Charmed by the pipes. Only a single insect can be charmed by the pipes at one time.
These pipes have 3 changes, which reset each dawn.