Page 64 - The Griffon's Saddlebag - Book One [Compressed] (1)
P. 64
Festerwood
Logger
A Festerwood
Buckler
B
C
D
E
F F
G G
H H
I I Festerwood
Claymore
J J
K K
L L Festerwood Fungal Stave
Festerwood Masher
M M
Festerwood Buckler
N N Armor (shield), uncommon
O O This festerwood shield is riddled with amber pustules that Festerwood Fungal Stave
glow with a low, yellow light. While holding this magic Staff, very rare (requires attunement by a cleric, druid,
P P shield, the pustules emit bright light in a 5-foot radius and or sorcerer)
dim light for another 5 feet. In addition, while you’re holding This fungal staff has 25 charges and regains 1d10 + 15 expend-
Q Q the shield, you can use your reaction when a creature that ed charges daily at dusk. While holding the staff, you can use
you can see within 5 feet of you misses you with an attack to an action to expend 1 or more of its charges to cause clusters
R R bash that creature with the shield. When you do, that crea- of noxious mushrooms to magically appear in a number
ture must succeed on a DC 13 Dexterity saving throw or take
S S 1d4 + 1 acid damage. of unoccupied spaces equal to the number of charges you
expend. The spaces must be on solid ground within 60 feet
T T Festerwood Claymore of you. Each space becomes difficult terrain for the duration
of the effect. When a creature moves into or within a space
U U Weapon (greatsword), rare or area covered by these mushrooms, that creature takes 2d4
poison damage for every 5 feet it travels. The mushrooms live
This heavy, dark wood is incredibly strong and forms part of
V V the symbiotic relationship it shares with destructive beetles for 1 minute or until you dismiss them as a bonus action.
that live inside. You gain a +1 bonus to attack and damage In addition, while holding the staff, you can use a bonus
W W action to expend 1 or more of its charges to cast one of the
rolls made with this magic weapon. When you roll a 20 on an following spells from it, regardless of the spell’s normal cast-
X X attack roll made with this weapon against a creature, some of ing time, using your spell save DC: cloudkill (5 charges), fog
the sword’s beetles leave the weapon and latch onto the tar- cloud (1 charge), insect plague (5 charges), or stinking cloud (3
Y Y get. The beetles bite and hinder the creature for its next 1d4 charges). A spell cast in this way ends at the end of your next
turns. While affected by the beetles in this way, the creature turn and must target a point adjacent to a space occupied by
Z Z takes 1d6 piercing damage at the start of each of its turns and your mushrooms. When cast from the staff, these spells do
its movement speed is halved. A creature can use an action not require concentration.
to swat away and remove the beetles to end the effect early. If If you expend the last charge from the staff, roll a d20. On a
the target is a plant creature or magical plant, this property 1, the staff begins to overgrow, destroying the staff and forc-
deals the maximum damage to it on each of its turns and ing you to drop it in an unoccupied space adjacent to you. A
lasts for 4 turns unless ended early by a creature. hostile violet fungus grows in its place.
64
THE GRIFFON'S SADDLEBAG

