"value":"<div class=\"rd__b rd__b--2\"><p>This metal wristband sometimes emits smelly fumes from small pores on its surface. As your attack action, you can use it to launch a small capsule at an area</p><p>(range 30/120). The capsule explodes when it hits a creature or solid object (such as the ground), creating a poisonous cloud that fills a 10-foot-radius sphere. The cloud lingers for 1d6 rounds unless conditions dictate otherwise. All creatures within the cloud (and any creature that enters it for the first time on a turn) must succeed on a DC 13 Constitution saving throw or suffer an effect. The effect of a failed saving throw on a target depends on what kind of poison it is:</p><table class=\"w-100 rd__table stripe-odd-table\"><thead><tr><th class=\"col-1 text-center\" data-rd-isroller=\"true\">[[/r d100]]</th><th class=\"col-11\" data-rd-isroller=\"false\">Gas Type</th></tr></thead><tbody><tr><td class=\"col-1 text-center\" data-roll-min=\"1\" data-roll-max=\"10\">01-10</td><td class=\"col-11\">Harmless thick smoke: occludes sight while the cloud lasts but has no other effect.</td></tr><tr><td class=\"col-1 text-center\" data-roll-min=\"11\" data-roll-max=\"20\">11-20</td><td class=\"col-11\">Choking gas: choking and coughing incapacitates and suffocates for 6 rounds.</td></tr><tr><td class=\"col-1 text-center\" data-roll-min=\"21\" data-roll-max=\"50\">21-50</td><td class=\"col-11\">Poison gas: deals 2d6 + 2 poison damage (half damage on a successful save).</td></tr><tr><td class=\"col-1 text-center\" data-roll-min=\"51\" data-roll-max=\"60\">51-60</td><td class=\"col-11\">Corrosive gas: deals 2d6 + 2 acid damage (half damage on a successful save).</td></tr><tr><td class=\"col-1 text-center\" data-roll-min=\"61\" data-roll-max=\"65\">61-65</td><td class=\"col-11\">Hallucinogenic gas: hallucinations and visions incapacitate for 6 rounds.</td></tr><tr><td class=\"col-1 text-center\" data-roll-min=\"66\" data-roll-max=\"70\">66-70</td><td class=\"col-11\">Nerve gas: grants disadvantage on Dex rolls and saves for 6 rounds.</td></tr><tr><td class=\"col-1 text-center\" data-roll-min=\"71\" data-roll-max=\"80\">71-80</td><td class=\"col-11\">Mind-numbing gas: deals 2d6 + 2 psychic damage (half damage on a successful save).</td></tr><tr><td class=\"col-1 text-center\" data-roll-min=\"81\" data-roll-max=\"83\">81-83</td><td class=\"col-11\">Fear gas: frightened and flees in a random direction (or is paralyzed with fear) for 6 rounds.</td></tr><tr><td class=\"col-1 text-center\" data-roll-min=\"84\" data-roll-max=\"86\">84-86</td><td class=\"col-11\">Amnesia gas: permanently loses all memory of the last minute.</td></tr><tr><td class=\"col-1 text-center\" data-roll-min=\"87\" data-roll-max=\"96\">87-96</td><td class=\"col-11\">Sleep gas: falls asleep for 6 rounds (or until they take damage or are shaken or slapped awake).</td></tr><tr><td class=\"col-1 text-center\" data-roll-min=\"97\" data-roll-max=\"100\">97-100</td><td class=\"col-11\">Rage gas: uses its action to make a melee attack against a randomly determined creature within its reach for the next 6 rounds (if no creature is in reach, it instead does nothing on its turn).</td></tr></tbody></table></div>",