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Gustbuster

Wondrous item; uncommon (requires attunement)
  When there is something strange in Borealis, a disturbance in the iridescent City of Air, the Aeolian Guard will be called in to entrap the perpetrators in their gustbusters. Worn like a backpack, these brass and glass devices are the epitome of non-lethal policing technology.
  This item has 5 charges and regains all expended charges daily at dawn.
  Suck. As an action while you hold the gustbuster’s hose, you can target one creature you can see within 20 feet of you and flick the control switch to ‘suck’, expending 3 charges. The creature must succeed on a DC 13 Charisma saving throw or be sucked into the extra-dimensional chamber within the gustbuster. A creature with 10 or more hit dice automatically succeeds on this saving throw. Creatures with the Incorporeal or Air Form features have disadvantage on this saving throw.
  Only one creature can be contained within the gustbuster at a time. A creature contained in the gustbuster can repeat the saving throw at the end of each of its turns, appearing in the nearest unoccupied space, chosen at random, on a success. After a creature fails this saving throw three times, it is trapped inside the gustbuster until you flick the control switch to ‘blow’ as an action, or it is released by magic. When you flick the switch to blow, the creature is ejected to the nearest unoccupied space of your choice.
  Wind Wyrms. As an action while you hold the gustbuster’s hose, you can pull the gustbuster’s trigger, consuming 1 charge and firing a Small air elemental at a creature you can see within 60 feet of you. The target must succeed on a DC 13 Strength saving throw or be grappled (escape DC 13) by this air elemental. A Large or larger creature automatically succeeds on this saving throw. While grappled in this way, a creature is restrained. The air elemental disappears after 1 minute or when the grappled creature escapes from the grapple, whichever comes first.
  Rare variant: Increase the number of charges to 7, all DCs to 15, the number of hit die a creature needs to automatically succeed against the Suck property to 15, the size of Wind Wyrms’ air elemental to Medium, and the size of creature that automatically succeeds on the saving throw against the Wind Wyrms to Huge or larger.
  Very rare variant: Increase the number of charges to 9, all DCs to 16, the number of hit die a creature needs to automatically succeed against the Suck property to 20, the size of Wind Wyrms’ air elemental to Large, and the size of creature that automatically succeeds on the saving throw against the Wind Wyrms to Gargantuan.

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