**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
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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.