Page 76 - The Griffon's Saddlebag - Book One [Compressed] (1)
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Grip of Hand of the
G G Dendallen Master
H H
I I Greaves of 16, spell attack bonus +8): blight, contagion, or vampiric touch.
Dendallen Casting blight in this way uses a range of touch, instead of its
J J normal range. Once the gloves have been used to cast a spell,
they can’t be used to cast that spell again until the next dusk.
K K Curse. When you pull these gloves over your hands for the
L L Greaves of Dendallen first time, make a DC 16 Wisdom saving throw. On a success,
you are aware of the curse’s effects and can immediately
Wondrous item, rare (requires attunement) remove the gloves before they extend it to you. On a failure,
M M the gloves’ bone chains pierce your skin and latch onto the
While wearing these skeletal greaves, you gain a climbing bone in your arms. You take 4d6 piercing damage and can’t
N N speed equal to your walking speed and can stand on and remove the gloves unless you’re targeted by the remove curse
move across any liquid surface as if it were solid ground. spell or similar magic. While you wear the gloves, the flesh
O O In addition, you can jump three times the normal distance, on your hands slowly rots. The stench can’t be contained
though you can’t jump farther than your remaining move-
P P ment would allow. or masked through magical or nonmagical means. While
your hands rot in this way, you make Charisma checks with
Curse. When you first wear the greaves of Dendallen, you
Q Q feel your legs suddenly ache. Make a DC 20 Constitution disadvantage and take 1d6 necrotic damage whenever you
saving throw. On a success, you’re able to safely remove the finish a long rest.
R R greaves but are aware of the curse’s effects. On a failure, you If you fail the saving throw when first donning the gloves
take 6d8 necrotic damage as your legs fracture. This damage and later remove them, it takes 1d4 days for the effects of the
S S ignores resistance and immunity. Your legs stay broken but rotting flesh to fade.
don’t hinder your movement so long as you continue to wear
T T the greaves. Halberd of the Peacock
You can’t remove the greaves until they’re targeted by Weapon (halberd), rare (requires attunement)
U U the remove curse spell. When you remove the greaves, your
walking speed becomes 0. For every 24 hours that pass after You gain a +1 bonus to attack and damage rolls made with
V V removing the greaves, your walking speed increases by 5 feet, this magic weapon. This halberd has been polished to a
up to your normal maximum amount. mirror finish and is adorned with five ornate gemstones
W W dangling beneath its blade that glow with arcane energy. This
X X Grip of Dendallen weapon contains 5 charges, each stored within one of the
gems, and regains 1d4+1 expended charges each day at dawn.
Wondrous item, very rare (requires attunement) You can expend 1 charge to cast disguise self or 2 charges to
Y Y cast either alter self, mirror image, or shatter (save DC 15). The
These black leather and bone chain gloves spread sickness hanging gems lose their glow once their charge has been
Z Z and decay to anything they touch. While wearing the gloves, spent in this way.
your unarmed strikes deal necrotic damage, and you can roll
a d6 in place of the normal damage of your unarmed strikes. Curse. This halberd is cursed, and becoming attuned to
This damage is maximized if you hit a plant or plant creature it extends the curse to you. As long as you remain cursed,
with the attack. you are unwilling to part with the halberd, keeping it within
In addition, while wearing the gloves, you can use an reach at all times. You also have disadvantage on attack rolls
action to cast one of the following spells from them (save DC with weapons other than this one, unless no foe is within 60
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THE GRIFFON'S SADDLEBAG

