Choke-Dust Gland
A cluster of pale, fist-sized bulbs protruding from the mortar of the wall. These organic glands react to vibration and warmth by venting a concentrated cloud of fine, obsidian-colored dust.
Choke-Dust Gland
Defenses
Detection
“Waxy, translucent sacs that pulse slightly with a dull rhythm. Thin, black veins spider-web across their surface, looking like bruised fruit clinging to the stone.”
Standard Engagement
A warm-blooded creature (emitting heat) or heavy footfalls (vibration) passing within 10 feet of the glands.
The hazard triggers once per creature that enters the area unless they are moving with extreme caution (half speed).
The glands take 1 turn (10 minutes) to swell back up with dust and become active again.
The gland ruptures, filling a 10 foot radius with black spores. Creatures in the area must Save vs. Poison. Failure results in 3d6 damage and blindness for 1d4 rounds due to ocular irritation.
On a failed Save, the victim is gripped by a violent coughing fit for 1 turn. During this time, they cannot speak, cast spells with vocal components, or use Stealth. They also suffer a -2 penalty to hit.
Characters using Levitation, Fly, or moving at half speed do not trigger the glands via movement.
If an open flame is present in the radius when the dust is released, the dust ignites. The victim takes an additional 1d8 fire damage, but the cloud is instantly consumed and the coughing effect is negated.
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