Page 47 - The Griffon's Saddlebag - Book One [Compressed] (1)
P. 47

spell or cast faerie fire (save DC 13), affecting a 20-foot cube   Clockwork Inkbeetle
              originating from itself. Faerie fire does not require concentra-
              tion when cast in this way, but ends early if the faefly falls to   Wondrous item, uncommon
              0 hit points. Once the faefly casts the faerie fire spell, it can’t   This minuscule, mechanical beetle is 1 inch long and quietly
              cast it again until the next dawn.                  whirs with a mix of magical and mechanical forces. Placing
               The faefly is considered a magical object and is not a   the beetle on a piece of parchment you hold or carry causes
              creature. If the mending spell is cast on it while it has at least   it to spring to life and begin tracking your travels. As you
              1 hit point, it regains 2d6 hit points. If the faefly falls to 0   move, so does the beetle: leaving behind a small line of ink.   A
              hit points, it can’t be used again until 2 days have passed, at   The ink immediately dries and doesn’t dissolve in water.
              which point it regains all its hit points.          In addition, the beetle’s small frame allows it to move even   B B
                                                                  while enclosed in a book or similar enclosure without losing
              Clockwork Healerbee                                 its sense of movement or direction.                  C C
                                                                    The beetle mirrors your movement to create a to-scale
              Wondrous item, rare (requires attunement)           map of your journey, drawing 1 inch of ink in your choice   D
              This pill-shaped magical mechanism is 2 inches long and   of the following scales: 20 feet/inch, 200 feet/inch, 2 miles/
              made of brass and glass. It has a pair of tiny wings that   inch, or 20 miles/inch. You can rotate the dial on the beetle’s   E E
              silently keep it aloft. It hovers up to 5 feet above the ground   underside to change the scale as an action. The beetle is
              and does its best to stay at your side within your space. The   immune to magical effects that would otherwise alter its   F F
              bee can enter and pass through another creature’s space and   sense of direction.
              does not provoke opportunity attacks.                 The beetle always knows which direction is north. When   G G
               The bee has 8 charges and regains 1d6 + 2 expended charges   placed on a piece of parchment for the first time, it crouches
              daily at dawn. While the bee is within your space, you can   down to stamp a small compass rose on the sheet before   H H
              speak its command word as a bonus action and expend up   it begins to move. If the beetle runs out of space on the
              to 3 of its charges to command the bee to heal a creature   parchment to travel, it stops moving in that direction and   I I
              that you can see within 20 feet of you. The bee flies to the   emits a clicking sound that can be heard by creatures within
              creature’s space and touches its stinger to the creature, caus-  5 feet of it.                            J J
              ing the creature to regain 1d6 hit points for each expended   Attaching one band of the found and lost to the beetle while   K K
              charge and emitting a bright light that fills the space. After   you wear the other allows the beetle to move and trace your
              healing the creature, the bee returns to your space.  movements in this way from afar so long as you are both on   L L
               The bee is considered a magical object and is not a crea-  the same plane of existence.
              ture. It has AC 15, 10 hit points, and has resistance to all dam-                                        M M
              age. If the mending spell is cast on the bee while it has at least
              1 hit point, it regains 2d6 hit points. If the bee drops to 0 hit                                        N N
              points, it can’t be used again for 24 hours, at which point it
              regains all its hit points.                                                                              O O
                                                                                                                        P P

                                                                                                                       Q Q

                                                                                                                        R R
                  Clockwork Healerbee
                                                                                           Clockwork Inkbeetle          S S

                                                                                                                       T T

                                                                                                                       U U
                                                                                                                        V V

                                                                                                                       W W
                                                                                                                        X X

                                                                                                                        Y Y

                                                                                                                        Z Z
                                                   Clockwork Faef ly








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              PART I   MAGIC ITEMS
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