MarkVIIIMarc
2018-05-28, 12:25 AM
I found some 3.5 stats for one. Does this officially exist in 5e yet? Out of habit I bought one from a shop along with a 10 foot pole many sessions ago lol.
Closest I could find was online. I couldn't find it in my DM Guide but then again CTRL F fails me sometimes.
Here is what I found: On a successful hit, the tanglefoot bag restrains a creature if it fails a DC 12 Dexterity save. On a successful save, the creature's movement is reduced by half. Large creatures have advantage to this roll. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 12 Dexterity save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater. A creature that is glued to the floor (or unable to fly) can break free by making a DC 12 Strength check or by dealing 15 points of damage to the goo with a slashing weapon.
A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. A character capable of spellcasting who is bound by the goo must make a DC 10 Constitution check to cast a spell. The goo becomes brittle and fragile after 1d4+2 rounds, cracking apart and losing its effectiveness. An application of universal solvent or similar substance to a stuck creature dissolves the alchemical goo immediately.
This was the 3.5 version I believe:
When you throw a tanglefoot bag at a creature (as a ranged touch attack (https://www.dandwiki.com/wiki/SRD:Touch_Attack) with a range increment of 10 feet), the bag comes apart and the goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled (https://www.dandwiki.com/wiki/SRD:Entangled) creature takes a –2 penalty on attack rolls (https://www.dandwiki.com/wiki/SRD:Attack_Roll) and a –4 penalty to Dexterity (https://www.dandwiki.com/wiki/SRD:Dexterity) and must make a DC (https://www.dandwiki.com/wiki/SRD:DC) 15 Reflex (https://www.dandwiki.com/wiki/SRD:Saving_Throw) save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC (https://www.dandwiki.com/wiki/SRD:DC) 15 Reflex (https://www.dandwiki.com/wiki/SRD:Saving_Throw) save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.
A creature that is glued to the floor (or unable to fly) can break free by making a DC (https://www.dandwiki.com/wiki/SRD:DC) 17 Strength check (https://www.dandwiki.com/wiki/SRD:Strength_Check) or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll (https://www.dandwiki.com/wiki/SRD:Attack_Roll); hitting the goo is automatic, after which the creature that hit makes a damage roll (https://www.dandwiki.com/wiki/SRD:Attack_Damage) to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. A character capable of spellcasting who is bound by the goo must make a DC (https://www.dandwiki.com/wiki/SRD:DC) 15 Concentration check (https://www.dandwiki.com/wiki/SRD:Concentration_Skill) to cast a spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent (https://www.dandwiki.com/wiki/SRD:Universal_Solvent) to a stuck creature dissolves the alchemical goo immediately.
Closest I could find was online. I couldn't find it in my DM Guide but then again CTRL F fails me sometimes.
Here is what I found: On a successful hit, the tanglefoot bag restrains a creature if it fails a DC 12 Dexterity save. On a successful save, the creature's movement is reduced by half. Large creatures have advantage to this roll. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 12 Dexterity save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater. A creature that is glued to the floor (or unable to fly) can break free by making a DC 12 Strength check or by dealing 15 points of damage to the goo with a slashing weapon.
A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. A character capable of spellcasting who is bound by the goo must make a DC 10 Constitution check to cast a spell. The goo becomes brittle and fragile after 1d4+2 rounds, cracking apart and losing its effectiveness. An application of universal solvent or similar substance to a stuck creature dissolves the alchemical goo immediately.
This was the 3.5 version I believe:
When you throw a tanglefoot bag at a creature (as a ranged touch attack (https://www.dandwiki.com/wiki/SRD:Touch_Attack) with a range increment of 10 feet), the bag comes apart and the goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled (https://www.dandwiki.com/wiki/SRD:Entangled) creature takes a –2 penalty on attack rolls (https://www.dandwiki.com/wiki/SRD:Attack_Roll) and a –4 penalty to Dexterity (https://www.dandwiki.com/wiki/SRD:Dexterity) and must make a DC (https://www.dandwiki.com/wiki/SRD:DC) 15 Reflex (https://www.dandwiki.com/wiki/SRD:Saving_Throw) save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC (https://www.dandwiki.com/wiki/SRD:DC) 15 Reflex (https://www.dandwiki.com/wiki/SRD:Saving_Throw) save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.
A creature that is glued to the floor (or unable to fly) can break free by making a DC (https://www.dandwiki.com/wiki/SRD:DC) 17 Strength check (https://www.dandwiki.com/wiki/SRD:Strength_Check) or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll (https://www.dandwiki.com/wiki/SRD:Attack_Roll); hitting the goo is automatic, after which the creature that hit makes a damage roll (https://www.dandwiki.com/wiki/SRD:Attack_Damage) to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. A character capable of spellcasting who is bound by the goo must make a DC (https://www.dandwiki.com/wiki/SRD:DC) 15 Concentration check (https://www.dandwiki.com/wiki/SRD:Concentration_Skill) to cast a spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent (https://www.dandwiki.com/wiki/SRD:Universal_Solvent) to a stuck creature dissolves the alchemical goo immediately.