Mutation Gas (5e Trap)

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Mutation Gas[edit]

Magical

Details[edit]

Trigger

This trap is activated by a pressure plate or other activator.

Countermeasures

The trap can be disarmed with a DC 15 Dexterity check with thieves tools. On a failure, the trap springs.

Effect

Once activated, a clear mist is released from a vent, filling the room in a 20 foot radius sphere. Every turn a creature takes while still in the gas, they must succeed on a DC 15 Constitution check or their cells begin a mutation from the tables below.

Each mutation takes 1d4 turns to complete, and progress each turn. As a DM, you decide appropriate effect for their partial state as they are not themselves, but also not quite the mutation. A creature that leaves the mist no longer starts new mutations, but will continue any in progress.

Any restoration or magic dispelling effect cast with slot of 4th level or higher will reverse all mutations on a creature (leaves over the time it took to kick in), and if a creature uses a mundane or magic effect to flush out their systems, any mutations they have will filter away over the course of 1d12 hours - their Constitution modifier.

Also, if a creature actively stays in fresh air, eating food, drinking water, and going to the bathroom, their mutations will leave normally over the course of 1d8 weeks.

Table[edit]

Effects do not change clothing or gear. Effects do stack and can invert. (i.e. if the same effect would be done to you, it instead changes you back). more additions to the table to come.

1d12 Mutation
1 You become the opposite gender.
2 Your size increases by one size category. (probably breaks clothing)
3 Your size decreases by one size category.
4 Your race changes (As if by the reincarnate spell).
5 You grow wings, tears your shirt/armor,flying speed equal to walking speed. d4 for kind: 1, draconic, 2, bird, 3, bat, 4, dragonfly.
6 You grow spines and claws, unarmed strikes deal 1d6 slashing/piercing, rips clothing.
7 You grow an extra pair or arms below current ones. They both count as off hands.
8 You become Amorphous, can't wear armor, but you can fit through small cracks and openings as small as one inch.
9 You beome aquatic, gain gills and lose lungs, your hands and feet become webbed, gain swimming speed equal to twice your walking speed.
10 You are polymorphed into a random creature of the DM's choosing
11 You become an elemental(as the shapechange spell), 1d4, water, fire, air, earth.
12 You grow other creatures parts, such as antlers or a tail, or a stinger or web-glands. They don't affect any statistics.
13 You grow a coat of (roll a d3) 1: scales, 2: feathers, 3: fur.
5.00
(one vote)

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