FATAL Grenade (3.5e Equipment)

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Author: Leziad (talk)
Date Created: 1st April 2010
Status: Horrible!
Editing: Clarity edits only please
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FATAL Grenade

A terrifying weapon invented by a cabal of depraved wizards, the FATAL Grenades caused the downfall of entire civilizations before, while only a few remain now it is still a dreaded item and reviled to all but the most depraved and evil beings.

The fatal grenade can be thrown, once it land it exploded in purple fumes in a 100 ft. radius. All creature affected must make a DC 55 will save or take 2d6 wisdom drain and are affected by one of the FATAL Grenade Special Effect. Roll 2d12+4-1d4 on the chart below for each creature that fail it save. A Fatal grenade is a mind-affecting effect.

Table: FATAL Grenade Special Effects
Roll Effect
2-3 The Image! The IMAGE!:The creature start having seizure on the ground, the mental images craving through it very soul. The creature is paralyzed for 3 rounds, at the end of which it must make a DC 23 fortitude save or die.
4-6 Body Chart Gone Wild!: The target is under the effect of an enlarge person spell, however only his or her... intimates are affected. The target is encumbered as if it had a medium load and gain no positive effect from the spell (but all the negatives). This effect is permamnent but can be reverted with a remove curse effect.
7-10 -4 Str: The target seem to believe female are inferior and weaker, through his overconfidence, illusion and the blasphemous magic of the grenade he take a -4 str check, damages and attack penalty against all female creature. This effect last for 24 hours.
11-14 Violators! Violators Everywhere!: The target seem to believe a band of rapist is chasing him. The target must make a DC:23 will save or become panicked, fleeing as fast as possible from the illusion. The creature remain panicked for 5 minutes.
15-19 Brain Bleach: The target take 1d6 intelligence damages, but is unaffected by the initial wisdom drain. You are a lucky one!
20-21 "I Saw the End... and I Liked it": The creature must make a DC 23 Will save or permanently become Chaotic Evil.
22-23 FATAL: The creature must make a DC 23 will save or flee the battlefield as fast as possible. Once secure the creature will be inspired and start wittings FATAL. It take 1d4 weeks before completing it, the creature may eat, sleep and drink as normal but will consecrate all his time to the writing of the book. Once written the creature must make another DC 23 will save or read the book. FATAL count for all intent and purpose as a Book of Vile Darkness, except any creature that read it (evil or not) take 2d6 wisdom drain and must make a DC 23 will save or become permanently insane.
24-27 From Another Time, Another Land: The target must make a DC 23 will save or be under the single effect of SRD:Microcosm, taking place in the land of FATAL. Each day he spent under the effect of the spell the target take 1d6 wisdom drain.
28 Lucky: Reroll twice, ignore same result or any other 28. Apply both effect.

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AuthorLeziad +
Identifier3.5e Equipment +
RatingUnrated +
TitleFATAL Grenade +
TypeMinor +