Page 51 - The Griffon's Saddlebag - Book One [Compressed] (1)
P. 51
Couatl Herald’s
Mantle
Couatl Herald’s A
Scales
B B
C C
D
Couatl Herald’s E E
Lash
F F
G G
H H
I I
J J
have advantage on saving throws to resist becoming poi- becomes radiant, and the creature is forced to make a DC 15
soned or diseased. In addition, you are immune to any effect Dexterity saving throw. On a failed save, that creature’s tar- K K
that would sense your emotions. geted limb is pinned by radiant tethers of magic: holding it
Flight of the Couatls. While you’re attuned to 3 items to its body or an adjacent surface (if any) for up to 1 minute. L L
with this property, you gain a flying speed of 30 feet. If you Depending on the pinned limb, the creature may fall over M M
already have a flying speed, your flying speed increases by 30 prone, be unable to move, or make weapon attacks with
feet instead. disadvantage while the limb remains pinned in this way. A N N
creature can use its action to make a DC 15 Strength check,
Couatl Herald’s Radiance freeing itself or another creature within its reach on a suc- O O
Staff, rare (requires attunement by a creature of good cess from the pinning tethers. P P
Flight of the Couatls. While you’re attuned to 3 items
alignment) with this property, you gain a flying speed of 30 feet. If you
This magic wooden staff was enchanted by a powerful couatl. already have a flying speed, your flying speed increases by 30 Q Q
The staff has 5 charges. While holding the staff, you can ex- feet instead.
pend 1 of its charges to cast one of the following spells, using R R
your spellcasting ability modifier and spell save DC: create Couatl Herald’s Scales
food and water, cure wounds (2nd-level version), lesser resto- Armor (scale mail), rare (requires attunement by a creature S S
ration, protection from poison, sanctuary, or shield.
The staff regains 1d3 + 2 expended charges daily at dawn. If of good alignment) T T
you expend the last charge, roll a d20. On a 1, the staff vanish- This enchanted armor is made from couatl scales that were
es in a flash of light, lost forever. collected by a generous celestial. You gain a +1 bonus to AC U U
Flight of the Couatls. While you’re attuned to 3 items while you wear this armor. This armor does not impose dis-
with this property, you gain a flying speed of 30 feet. If you advantage on Dexterity (Stealth) checks. V V
already have a flying speed, your flying speed increases by 30 Tooth and Scale. When you take damage from a creature W W
feet instead. within 10 feet of you, you can use your reaction to channel
the good spirit within the armor and cause a bright, spec- X X
Couatl Herald’s Reach tral couatl to appear above you. The spectral form strikes at
Weapon (any bow), rare (requires attunement by a crea- the creature who damaged you, forcing it to make a DC 15 Y Y
Dexterity saving throw. On a failure, the creature takes 4d10
ture of good alignment) radiant damage, or half as much damage on a success. Once Z Z
This wooden bow is carved to resemble a mighty couatl. You this property has been used, it can’t be used again until the
gain a +1 bonus to attack and damage rolls made with this next dawn.
magic weapon. The bow has 4 charges and regains 1d3 + 1 Flight of the Couatls. While you’re attuned to 3 items
expended charges daily at dawn. When you make a ranged with this property, you gain a flying speed of 30 feet. If you
attack against a Large or smaller creature with the bow, you already have a flying speed, your flying speed increases by 30
can choose a limb to target and expend 1 of the bow’s charges feet instead.
as part of the attack. If the attack hits, the weapon’s damage
51
PART I MAGIC ITEMS

