Another amazing Clockwork device designed and manufactured by the incomparable Gnome tinkerer Nenalani Tonkfidget. This small mostly metal and wood device is made of gears, switches, fasters, relays, springs, and other casted and forged metal materials. It is designed to look like a children's toy monkey, with a fancy top hat, wide lapelled waste-coat, and large bright yellow petalled flower for a brooch.
The Toy Monkey is about 18 inches tall, and has a keyhole in its back into which you can place the key for winding the Toy Monkey. Placing the key in the back and then winding clockwise 1 turn will enable the Toy Monkey to travel 30 ft. The max turns is 2, thus the max distance the Monkey can travel is 60 ft. There is a 5% (1 on a d20) chance that the winding mechanism will break causing the Toy Monkey to become non-functional. If the winding mechanism breaks, it can be repaired with Tinkerer's Tools, 8 hours of downtime, and 100 GP of materials.
The Toy Monkey comes pre-loaded with an Dretch Gas aerosol poison. Once the Toy Monkey has been used, it can be reloaded with a same or similar aerosol poison.
When the Toy Monkey reaches the end of its max distance, it stops and automatically sprays the poison, forcing everyone in a 20 ft. diameter around the Toy Monkey to make a DC 11 Constitution Saving Throw. On a failed save, the creature takes 2d6 poison damage. On a successful save the creature takes half damage.
Schematics for this item can be found in Volume 3: Issue 1 of Tome: Popular Tinkerer's (all volumes) * Which can also be found in DNDBeyond Homebrewed Magic Items
Dretch Gas (Inhaled Venom)
Dretch are disgusting little fiends from the lower planes. The gas they release causes violent coughing fits and hinders those that come in contact with it.
- Acquisition: This poison must be harvested from a dead or incapacitated dretch. It requires no further preparation.
- Effect: Dretch Gas lingers for 1 minute after it is released, or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.
Poison Information Credit: Matthew Eckart, Poisons for 5th Edition New rules for creating, modifying, and treating poisons, as well as over 75 poisons of various types.
You can find Matthew Eckart's Poisons for 5th Edition on dmsguild.com
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