Wyrm's Breath Grenade
Heliana's Guide to Monster Hunting - Part One p. 458
- Tipo
- Objeto maravilloso
- Mágico
- Sí
- Rareza
- rarity varies
Descripción
Within the beautifully sculpted exterior is housed a dragon's biomantically-sustained toxin gland, pungent incense, and crushed diamond. Available in a variety of hues, the metal of this grenade-like contraption matches the dragon from which the organ was harvested. As an action, you can throw this magical device onto a surface you can see within 60 feet. Upon impact, the incense ignites, billowing out in a pungent, 15-foot-radius sphere, carrying with it the dragon's magic. A creature that starts its turn in the area or enters the area for the first time on its turn must make the associated saving throw, suffering the associated effects on a failure. Creatures are affected even if they hold their breath or don't need to breathe. The cloud lasts for 1 minute or until a strong wind (at least 20 miles per hour) disperses it. Once a grenade has been used, it can't be used again until the following dawn, and it must be refilled with 100 gp of good-quality incense, as well as a specified value of diamond dust.
Brass, Sleep; Very rare: A creature must succeed on a DC 16 Constitution saving throw or be affected by a heavy drowsiness that causes it to fall unconscious until the start of its next turn. A creature with 80 or more hit points is immune to this effect. This effect ends for a creature if the creature takes damage, or if another creature uses an action to wake it. Diamond dust: 600 gp.
Bronze, Repulsion; Rare: A creature must succeed on a DC 15 Strength saving throw or be flung up to 60 feet from the centre of the sphere, landing prone and taking 2d6 bludgeoning damage. If a creature collides with another creature, both creatures take an additional 2d6 bludgeoning damage. If a creature collides with a solid object, it takes 4d6 bludgeoning damage instead. Diamond dust: 400 gp.
Copper, Slow; Rare: A creature must succeed on a DC 15 Constitution saving throw or suffer the effects of the slow spell until the start of its next turn. Diamond dust: 300 gp.
Gold, Weakening; Very rare: A creature must succeed on a DC 16 Constitution saving throw or have disadvantage on all ability checks, attack rolls, and saving throws, and also deal half damage with Strength-based attacks until the end of its next turn. Diamond dust: 1200 gp.
Silver, Paralysing; Legendary: A creature must succeed on a DC 17 Constitution saving throw or be paralyzed until the start of its next turn. Diamond dust: 2400 gp.