Page 203 - The Griffon's Saddlebag - Book One [Compressed] (1)
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THE SPIRIT OF DENDALLEN ful personal connection with Dendallen’s host can attempt
Personal Connections. Characters who share a meaning-
to assist in their struggle against the thrall of Dendallen by
When the Spirit of Dendallen finally emerges, it erupts from reminding them of shared memories, such as telling inspir-
its host in a torrent of sickly green phantasmal energy. The ing stories or making personal pleas. At their discretion, you
ethereal, ectoplasmic substance whirls around and above the can choose to reward these attempts by granting the host
host before coalescing into the spirit’s vaguely-humanoid inspiration to use on their saves against Dendallen’s control.
spiritual form. Psychic Roots. After 1 minute of the initial emergence of
Dendallen was an egotistical and jealous wizard in life, the Spirit of Dendallen, the hosted creature suffers disad-
and death has not changed that. He despises other spellcast- vantage on all saving throws it makes to resist the spirit’s
ers that refuse to submit to him, especially those who deal Attuned Thrall ability. Once an additional minute has passed,
significant damage to his spirit or to its host. However, Den- the host becomes possessed by Dendallen, as described in
dallen is also paranoid and desperate to retain his tenuous the “Victory or Defeat” section of this document.
foothold on this plane, so his spirit will hoard its higher-lev- Undead Nature. The Spirit of Dendallen doesn’t require
el spell slots unless it is near defeat. air, food, drink, or sleep.
Resilient Thrall. Once a creature attunes to three Rem- Magical Tethers. When the Spirit of Dendallen is de-
nants of Dendallen, nothing short of a wish spell can break stroyed, all Remnants of Dendallen currently on that plane
their attunement to the items. However, once the Spirit of of existence decay into a gray goo and are destroyed, and any
Dendallen has been summoned, targeting the host with curse afflicting a creature from a Remnant is ended.
greater restoration, remove curse, the “Break Enchantment” ef-
fect of dispel good and evil or other applicable spells of 5th lev-
el or greater grants the host advantage on their next saving
throw to resist Dendallen’s thrall. Likewise, any game effects
that end possession or the charmed condition don’t end the
spirit’s thrall over its host, but do grant the host advantage
on their next saving throw against the spirit’s control.
Tendril of Dendallen Planted. The tendril isn’t affected by forced movement, and
it doesn’t need to make a check to cling to difficult surfaces
Large undead, chaotic evil like walls or ceilings.
Armor Class 15 (natural armor) Will of Dendallen. The tendril shares a psychic link with the
Hit Points 22 (3d10 + 6) spirit as well as the hosted while it’s controlled by the spirit.
Speed 0 ft. The tendril doesn’t provide cover to hostile creatures against
attacks made through the tendril’s space by the Spirit of
Dendallen or its enthralled host.
STR DEX CON INT WIS CHA
22 (+6) 15 (+2) 15 (+2) 2 (–4) 6 (–2) 3 (–4) ACTIONS
Skills Athletics +8 Grasp. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Damage Resistances acid, cold, fire, lightning, psychic, target. Hit: 17 (2d10 + 6) force damage plus 9 (2d8) acid
thunder; bludgeoning, piercing, and slashing from damage, and if the target is a creature, it is grappled (escape
nonmagical attacks DC 16) and must succeed on a DC 16 Strength saving throw
Damage Immunities necrotic, poison or be pulled up to 5 feet toward the tendril. Until this grap-
Condition Immunities blinded, charmed, deafened, exhaus- ple ends, the tendril can’t grasp another target.
tion, frightened, grappled, paralyzed, petrified, poisoned,
prone, restrained, stunned, unconscious Fling. One Medium or smaller object or creature grappled by
Senses blindsight 120 ft. (blind beyond this radius), passive the tendril is thrown up to 20 feet in a direction of the ten-
Perception 8 dril’s choice and knocked prone. If a thrown target strikes a
Languages — solid surface, the target takes 3 (1d6) bludgeoning damage for
Challenge 3 (700 XP) every 10 feet it was thrown. If the target is thrown at another
creature, that creature must succeed on a DC 16 Dexterity
saving throw or take the same damage and be knocked prone.
Necromantic Form. The tendril can occupy another creature’s Teleport. The tendril withdraws into the surface from which
space and vice versa. The tendril is immune to any spell or it appeared and emerges elsewhere, teleporting to an unoc-
effect that would alter its form.
cupied space of its choice within 120 feet of Dendallen.
203
PART III SETTING OPTIONS
PART III SETTING OPTIONS

