Wyrm’s Breath Grenade
Wondrous item, varies
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 from which this grenade-like contraption is fashioned always 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 a 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 if the air is calm. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
Once a grenade has been used, it can’t be used again until the following dawn, when it must be re-filled with 100 gp of good-quality incense as well as a specified value of diamond dust.
Brass, Sleep; Rare. A creature must succeed on a DC 15 Constitution saving throw or fall unconscious for the duration of the gas’ presence. A creature with 100 or more hit points is immune to this effect. This effect ends for a creature if the creature takes damage or a creature uses an action to wake it. Diamond dust: 300 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; Very Rare. A creature must succeed on a DC 16 Constitution saving throw or suffer the following effects until the end of its next turn:
• it can’t take reactions,
• its speed is halved,
• it can’t make more than one attack on its turn,
• it can use either an action or a bonus action on its turn, but not both. If it has already used an action or bonus action after it fails this saving throw, it can’t take a further action or bonus action that turn.
Diamond dust: 700 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 deal half damage with strength based weapons 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 paralysed until the start of its next turn (when it must repeat the saving throw, ending the effect on a success). Diamond dust: 2400 gp.
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 from which this grenade-like contraption is fashioned always 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 a 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 if the air is calm. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
Once a grenade has been used, it can’t be used again until the following dawn, when it must be re-filled with 100 gp of good-quality incense as well as a specified value of diamond dust.
Brass, Sleep; Rare. A creature must succeed on a DC 15 Constitution saving throw or fall unconscious for the duration of the gas’ presence. A creature with 100 or more hit points is immune to this effect. This effect ends for a creature if the creature takes damage or a creature uses an action to wake it. Diamond dust: 300 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; Very Rare. A creature must succeed on a DC 16 Constitution saving throw or suffer the following effects until the end of its next turn:
• it can’t take reactions,
• its speed is halved,
• it can’t make more than one attack on its turn,
• it can use either an action or a bonus action on its turn, but not both. If it has already used an action or bonus action after it fails this saving throw, it can’t take a further action or bonus action that turn.
Diamond dust: 700 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 deal half damage with strength based weapons 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 paralysed until the start of its next turn (when it must repeat the saving throw, ending the effect on a success). Diamond dust: 2400 gp.
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