After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller nonmagical object. The target must have no Intelligence. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. The target gains the ability to move its limbs, feet, hinges, latches, and so forth, and it gains senses similar to a human’s. Your GM chooses statistics appropriate for the awakened object, such as the statistics for the helmed horror.
The awakened object is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.