Jump to content

Drandlers Ghost

From greyhawk
Revision as of 04:31, 13 October 2025 by Adventurer (talk | contribs) (Created page with "{{Monster Statblock |monster_name = Drandlar's Ghost |image = DrandlarTheMadInventorGhost.png |size = Medium |type = Undead |alignment = Chaotic Neutral |ac = 11 |hp = 45 |hit_dice = 10d8 |speed = 0 ft., fly 40 ft. (hover) |str = 6 |dex = 13 |con = 10 |int = 18 |wis = 15 |cha = 17 |saving_throws = Int +6, Cha +5 |skills = Arcana +6, Investigation +6 |damage_resistances = Acid, Fire, Lightning, Thunder, Bludgeoning, Piercing, and Slashing from nonmagical attacks |damage_i...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)




Drandlar's Ghost

Medium Undead, Chaotic Neutral


Armor Class 11 (natural armor)
Hit Points 45 (10d8)
Speed 0 ft., fly 40 ft. (hover)


STR DEX CON INT WIS CHA
6 (-2) 13 (+1) 10 (0) 18 (+4) 15 (+2) 17 (+3)

Saving Throws Int +6, Cha +5
Skills Arcana +6, Investigation +6

Damage Resistances Acid, Fire, Lightning, Thunder, Bludgeoning, Piercing, and Slashing from nonmagical attacks
Damage Immunities Cold, Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses Darkvision 60 ft., Ethereal Sight 60 ft., Passive Perception 12
Languages Common, Gnomish, Abyssal
Challenge 4 (1100 XP)



**Incorporeal Movement.** The ghost can move through other creatures and objects. **Ethereal Sight.** Drandlar can see 60 feet into the Ethereal Plane when he is on the Material Plane. **Mad Genius.** While within 30 ft. of his workshop or the airship, Drandlar has advantage on attack rolls and his spell save DC increases by 1.

Actions

    • Mind Scramble.** Drandlar targets one creature he can see within 30 feet. The target must succeed on a DC 14 Wisdom saving throw or take 10 (3d6) psychic damage and is subjected to one random short-term madness effect. **Sabotage (Recharge 5-6).** Drandlar targets one nonmagical object or construct within 10 feet. The object suffers a critical failure, breaking or malfunctioning (e.g., a door jams, a lever snaps, or the airship temporarily loses power).

Reactions

Roleplaying Notes

Drandlar is obsessed with his work, particularly the flying machine, and hostile toward anyone he views as a threat to its completion. He may manifest to help the party if they are working on the airship or to terrorize them if they try to steal or destroy his work.


Additional Info

Appearance A translucent gnome figure, constantly tinkering with phantom tools. He often appears singed or scarred from his final experiment.
Voice/Mannerisms Excited and frantic, his voice echoing with a low, unnatural static. He speaks in technical terms and dismisses all non-scientific concerns.
Bond His incomplete inventions, especially the airship.
Ideal Finality. To complete the ultimate experiment, regardless of the cost.
Flaw Total disregard for safety; his "solutions" are often more dangerous than the original problem.
Info Drandlar is the mad inventor husband of Eleanor Tinkersmith and the father of Rimweck. He disappeared when an experiment went horribly wrong in his workshop. His ghost remains, dedicated to finishing his work, and is the cause of the workshop's magical warding.
Equipment A glowing, ethereal wrench.

Creature Image
Drandlar's Ghost