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View Full Version : 5e Tanglefoot Bag Stats?



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.

Dyndrilliac
2018-05-28, 04:30 AM
See the Alchemist archetype from the Artificer UA: https://media.wizards.com/2016/dnd/downloads/1_UA_Artificer_20170109.pdf


Tanglefoot Bag. As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute.

In this case WotC has implemented the item as a class feature, but it would be trivial to turn it into a "self-contained" item that any character could use.

MarkVIIIMarc
2018-05-28, 09:00 PM
That works. I suppose for party dynamics I should show it to our DM so he is prepared. He sold it to us but that was 6 levels ago.

ogbendog
2018-05-29, 12:03 PM
In Horde of the Dragon Queen..

some of the kobolds had glue bombs. 10' radius, DC 11 DEX save to avoid being restrained. Can take an action for DC 11 str save to break free, as I recall someone else could pull you free, same DC

MarkVIIIMarc
2018-05-29, 12:49 PM
In Horde of the Dragon Queen..

some of the kobolds had glue bombs. 10' radius, DC 11 DEX save to avoid being restrained. Can take an action for DC 11 str save to break free, as I recall someone else could pull you free, same DC

Oh cool. Do you recall the range or area of effect of the bombs? I'd guess 30 foot and 10 foot square ish?