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Acid SpitterConsumable 4


UncommonAcidClockworkConsumableMechanicalSnareTrap
Source Pathfinder Guns & Gears
Price 15 gp
Weight negligible

This tin clockwork lizard is activated when a creature moves adjacent to it, at which point it spits out a glob of acid. The target must succeed at a DC 20 reflex saving throw or take 3d6 acid damage.


Critical Success The creature is unaffected.

Success The creature takes full damage.

Failure The creature takes full damage and 5 Persistent Acid Damage.

Critical Failure The creature takes double damage and 10 Persistent Acid Damage.

Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Acid

Effects with this trait deal acid damage. Creatures with this trait have a magical connection to acid.

Clockwork

Clockworks are intricate, complex constructs that can be programmed to perform specific functions.

Consumable

An item with this trait can be used only once. Unless stated otherwise, it's destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. When a character creates consumable items, they can make them in batches of four.

Mechanical

A hazard with this trait is a constructed physical object.

Snare

Traps typically made by rangers, snares follow special rules that allow them to be constructed quickly and used on the battlefield.

Trap

A hazard or item with this trait is constructed to hinder interlopers.