Chem Specialist
Chem Specialist CR: 2
STR
14 +2
DEX
16 +3
CON
14 +2
INT
16 +3
WIS
14 +2
CHA
12 +1
Gas Mask - Chem Trooper is immune to any gas or plague based attacks
Actions
Multiattack - The Chem Specialist makes two attacks, one with their Type 100, and another with a gas canister Type 100 Hojo Submachine gun - 2d6+3 Piercing, +6 to hit, 80/320 DC 13
(1) Phosgene Gas (Light)
Poison
Very Rare
Each creature that starts its turn within the gas will take damage from chemical burns to the skin and lungs
DC = 8+Dex+Proficiency CON save, target takes half damage on a successful save
If a creature fails their save they will also incur a level of exhaustion
Radius - 10ft, expanding 5 feet every turn to a maximum of 20 feet
Duration - 10 minutes, or until wind is dispersed
A gas mask will completely neutralize the effects of the gas
Requires special weapons proficiency
| Type | Damage | Damage | Range |
|---|---|---|---|
| Martial Ranged | 6d8 | Poison | 60 |
(2) Mustard Gas (Light)
Poison
Rare
Each creature that starts its turn within the gas will take damage from chemical burns to the skin and lungs
DC = 8+Dex+Proficiency CON save, target takes half damage on a successful save
Duration - 10 minutes, or until wind is dispersed
Radius - 10ft, expanding 5 feet every turn to a maximum of 20 feet
A gas mask will completely neutralize the effects of the gas
Requires special weapons proficiency
| Type | Damage | Damage | Range |
|---|---|---|---|
| Martial Ranged | 6d6 | Fire | 60 |
(2) Tear Gas (Light)
Poison
Rare
Each creature that starts its turn within the gas will must make a saving throw. If the target fails their save they become blinded. The target can remake the save on the end of its turn
DC = 8+Dex+Proficiency CON save, target takes half damage on a successful save
Duration - 10 minutes, or until dispersed
Radius - 10ft, expanding 5 feet every turn to a maximum of 20 feet
A gas mask will completely neutralize the effects of the gas
Requires special weapons proficiency
(1) Tabun Gas (Light)
Poison
Very Rare
A deadly nerve agent that cuts off the body's ability to send signals from the brain, causing incapacitation and organ failure
Each creature that starts its turn within the gas will must make a saving throw. If the target fails their save they become paralyzed. The target can remake the save on the end of its turn
DC = 8+Dex+Proficiency CON save, target takes half damage on a successful save
Duration - 10 minutes, or until dispersed
Radius - 10ft, expanding 5 feet every turn to a maximum of 20 feet
A gas mask will completely neutralize the effects of the gas
Requires special weapons proficiency
| Type | Damage | Damage | Range |
|---|---|---|---|
| Martial Ranged | 5d10 | Poison | 60 feet |
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