{ "name": "Газовая бомба/Gas Bomb", "type": "consumable", "system": { "description": { "value": "
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
(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:
[[/r d100]] | Gas Type |
---|---|
01-10 | Harmless thick smoke: occludes sight while the cloud lasts but has no other effect. |
11-20 | Choking gas: choking and coughing incapacitates and suffocates for 6 rounds. |
21-50 | Poison gas: deals 2d6 + 2 poison damage (half damage on a successful save). |
51-60 | Corrosive gas: deals 2d6 + 2 acid damage (half damage on a successful save). |
61-65 | Hallucinogenic gas: hallucinations and visions incapacitate for 6 rounds. |
66-70 | Nerve gas: grants disadvantage on Dex rolls and saves for 6 rounds. |
71-80 | Mind-numbing gas: deals 2d6 + 2 psychic damage (half damage on a successful save). |
81-83 | Fear gas: frightened and flees in a random direction (or is paralyzed with fear) for 6 rounds. |
84-86 | Amnesia gas: permanently loses all memory of the last minute. |
87-96 | Sleep gas: falls asleep for 6 rounds (or until they take damage or are shaken or slapped awake). |
97-100 | 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). |