Page 123 - The Griffon's Saddlebag - Book One [Compressed] (1)
P. 123

The tree has 500 hit points, immunity to damage from             Splintershot
              nonmagical weapons that aren’t siege weapons, and resis-
              tance to siege weapons and all other damage. The door has
              100 hit points. The tree regains 1d6 lost hit points every day
              after taking damage. If a part of the tree, such as the door, is
              destroyed, a new one regrows after 7 days.
               If the tree is attacked, it immediately creates a treant at its
              base to defend it. Roll initiative for the treant, which has its                                          A
              own turns and does its best to defend the tree. Once a treant
              is created in this way, a new one can’t be created until the                                              B B
              next dawn. A treant disappears after 24 hours, and there can
              only be one summoned treant at a time. Neither the treant                                                C
              nor the dryad can move farther than 1 mile from the tree. If
              the dryad is slain, it reappears the following dawn at the base   Spirit Pike                            D
              of the tree. If you kill the dryad, the tree becomes a non-
              magical tree that is still hollow inside with the floors you’d                                            E
              chosen, but its windows are lost.
               The tree creates another spire seed once every 100 years.                                                F

              Spirit Pike                                                                                              G
              Weapon (pike), rare (requires attunement by a cleric)                                                    H
              If you’re not proficient with pikes, you are nevertheless
              proficient with the spirit pike while you’re attuned to it.                                               I I
              When you cast the spiritual weapon spell, you can dissolve
              this weapon into the air and command the spell’s spectral                                                 J J
              weapon to take the form of the spirit pike. Your spell attacks                                           K K
              with this spectral weapon deal force damage equal to 1d10 +
              your spellcasting modifier instead of its normal damage. The                                              L
              spell’s damage still increases by 1d8 for every two slot levels
              you use to cast the spell above 2nd.                                                                     M
               Your hands are left free while the pike is dissolved in this
              way. When the spell ends, the pike reappears in your hands                                               N N
              or appears on the ground at your feet if your hands are full.
               In addition, the weapon has 4 charges and regains all of                                                O
              them each day at dawn. When you hit a target with a weapon
              or spell attack using the pike as either a physical or spectral                           Splitter        P
              weapon, you can expend 1 charge to deal 1d8 radiant damage
              to the target in addition to the attack’s damage.                                                        Q Q

              Splintershot                                                                                              R
              Weapon (shortbow), rare                                                                                   S S
              This shortbow can cause an arrow to shatter and unleash
              a devastating spray of magical shrapnel. You can say the                                                 T T
              weapon’s command word as an action to destroy 1 nonmag-
              ical arrow and send splintering shards of arcane energy out                                              U U
              in front of you. When you do, creatures within a 15-foot cone                                             V V
              must make a DC 15 Dexterity saving throw. On a failed save,
              an affected creature takes 2d6 magical piercing damage, or                                               W W
              3d6 if the creature was within 5 feet of you.
                                                                                                                        X X
              Splitter

              Weapon (halberd), very rare (requires attunement)                                                         Y Y
              This halberd’s haft is made of rough, dark wood and is                                                    Z Z
              miraculously easy to heft. The bladed end of the halberd
              looks like a hatchet that’s been absorbed by the hewn wood.
              While holding the halberd with two hands, you can speak
              its command word as a bonus action to split the weapon
              into its more basic components. When you do, the halberd
              deconstructs in your hands, leaving you with a handaxe in

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              PART I   MAGIC ITEMS
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