You must be proficient with wind instruments to use
these pipes. While you are attuned to the pipes, ordinary
Rats and Giant Rats are indifferent toward you and will
not attack you unless you threaten or harm them.
The pipes have 3 charges. If you play the pipes as
an action, you can use a bonus action to expend 1 to
3 charges, calling forth one Swarm of Rats with each expended
charge, provided that enough Rats are within 1km of you to be called in this fashion (as determined by
the DM). If there aren't enough Rats to form a Swarm,
the charge is wasted. Called Swarms move toward the
music by the shortest available route but aren't under
your control otherwise. The pipes regain 1d3 expended
charges daily at dawn.
Whenever a Swarm of Rats that isn't under another
creature's control comes within 6m of you while you
are playing the pipes, you can make a Charisma check
contested by the Swarm's Wisdom check. If you lose
the contest, the Swarm behaves as it normally would
and can't be swayed by the pipes' music for the next
24 hours. If you win the contest, the Swarm is swayed
by the pipes' music and becomes friendly to you and
your companions for as long as you continue to play the
pipes each round as an action. A friendly Swarm obeys
your commands. If you issue no commands to a friendly
Swarm, it defends itself but otherwise takes no actions.
If a friendly Swarm starts its turn and can't hear the
pipes' music, your control over that Swarm ends, and
the Swarm behaves as it normally would and can't be
swayed by the pipes' music for the next 24 hours.

Pipes of the Sewers
Wondrous item
Attributes
Unorganized
Attunement