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Poisoned Wind

Globadiers
This insidious ratfolk infantry specializes in the
use of poisoned wind globes. These glass orbs
unleash clouds of toxic gas when they shatter,
overwhelming groups of foes with choking fumes.
A squad of these ratfolk can bring down entire enemy
formations with poison gas, and they are especially
adept at fumigating foes trapped in enclosed spaces.
As such, poisoned-wind globadiers are often used to
deal with enemies bunkered within rooms or
enclosed fortifications.
Poisoned-wind globadiers wear heavy robes and
gas masks made to protect them from their poisons,
though, in combat, this gear does not protect them
entirely from their gasses. This, combined with the
fragility of the poisoned wind globes they carry,
makes heavy combat hazardous for these ratfolk,
and many a globadier has died to the same gases
that slew its foes. As such, most globadiers stay out
of the fray, dropping poisoned globes in the path of
pursuers or hurling them into crowds at a distance.

Ratfolk Poisoned Wind Actions


Globadier Multiattack. The ratfolk makes two dagger attacks. It can
replace one attack with poisoned wind globe throw.
Medium humanoid (ratfolk), chaotic evil
Dagger. Melee or Ranged Weapon Attack: +4 to hit,
Armor Class 15 (chain shirt) reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 +
Hit Points 45 (7d8+14) 2) piercing damage.
Speed 30 ft. Poisoned Wind Globe (3/day) If ratfolk is not restrained
or grappled, it can hurl the globe at a point it can see
within 30 feet. The globe shatters at this point, it
STR DEX CON INT WIS CHA releases a cloud of poison gas in a 5-foot radius sphere,
11 (+0) 14 (+2) 14 (+2) 16 (+3) 10 (+0) 10 (+0) heavily obscuring the area. The cloud lasts for one
round or until a wind of moderate or greater speed (at
Skills alchemist’s supplies +4, poisoner’s kit +4, least 10 miles per hour) disperses it.
glassblower’s tools +4 When a creature enters an area covered by one or more
Damage Immunities poison of these gas clouds for the first time on a turn or starts
Condition Immunities poisoned its turn in one or more gas clouds, that creature must
Senses darkvision 60 ft., passive Perception 10 make a DC 13 Constitution saving throw. On a failed
Languages Common, Undercommon save, the creature takes 12 (2d8 + 3) poison damage
Challenge 1 (450 XP) Proficiency Bonus +2 and is poisoned until the end of its next turn. On a
successful save, the creature takes half as much
Fragile Cargo. Whenever ratfolk suffers a critical hit or is damage and isn’t poisoned.
reduced to 0 hit points, it shatters a poisoned wind When ratfolk attempts to throw the globe, creatures
globe centered on itself. can use their reaction to make attacks of opportunity
Keen Smell. The ratfolk has advantage on Wisdom against it as though ratfolk moved out of their reach. If
(Perception) checks that rely on smell. a creature hits the ratfolk this way, it drops the globe,
and it shatters at it's location.
Overwhelming Mass x1. The first time each turn that the
ratfolk hits a creature with an attack, it deals an extra 1 Reactions
damage per ally it has within 5 feet of its target that
Scurry Away. When an enemy the ratfolk can see ends
isn't incapacitated. The ratfolk can benefit from up to 3
its turn, the ratfolk can move up to half its speed away
allies this way.
from the creature and become frightened of it until the
Hazmat Gear. The ratfolk has advantage on saving end of the creature's next turn. This movement doesn't
throws against being poisoned. provoke opportunity attacks. While frightened this way,
the ratfolk can only take the Dash, Disengage, Dodge,
or Hide action. This feature ignores immunity to the
frightened condition. 1
Death Globe Bombardiers Poisoned Wind Globadier Adventure
The death globe bombardiers, the elite cadre of the ratfolk's Hooks
poisoned-wind infantry, represent the pinnacle of alchemical d4 Plot Hook
warfare. Known among their kin as the harbingers of
annihilation, they are surrounded by an air of dread and The Green Fog: A mysterious green fog has started to
appear in a city at night, causing the residents to fall ill.
respect, born out of their deadly expertise and the horrifying 1
The party must track down the source of the fog and
effectiveness of their weaponry. put a stop to the globadiers spreading it.
The death globes they carry are a testament to their
terrifying alchemical skills. Larger and more intricately The Toxic Trade: The party learns of a black market
constructed than regular poisoned wind globes, these lethal operation trading in highly toxic substances. Tracking
weapons contain concentrated concoctions of the deadliest 2 down the source reveals a group of poisoned wind
gases known to ratfolk alchemy. A single death globe can globadiers producing and selling their deadly
release a cloud of poisonous gas so vast and deadly that it concoctions to the highest bidder.
can wipe out an entire battalion. The Sewer Scourge: People are going missing in a city's
Death globe bombardiers are often assigned critical sewer system, and those that return tell tales of
missions that require the complete eradication of enemy 3 choking green clouds. The party must traverse the
forces or to breach heavily fortified positions. Despite their dark, winding tunnels to exterminate the globadiers
elite status, bombardiers are still viewed with a certain that have taken up residence there.
amount of trepidation by their peers. The deadly potency of Choked Castle: A castle under siege from within!
their globes and the high casualty rate in their ranks serves Ratfolk have infiltrated the castle and are using their
as a constant reminder of the thin line they tread between life 4 poisoned globes to gradually force the residents into
and death. submission. The party is tasked with retaking the castle
and neutralizing the toxic threat.

Ratfolk Death Globe Actions


Bombardiers Multiattack. The ratfolk makes two dagger attacks. It can
replace one attack with poisoned wind globe throw.
Medium humanoid (ratfolk), chaotic evil
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
Armor Class 15 (chain shirt) reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 +
Hit Points 65 (10d8+20) 3) piercing damage.
Speed 30 ft. Death Globe (3/day). If ratfolk is not restrained or
grappled, it can hurl the globe at a point it can see
within 30 feet. The globe shatters at this point, it
STR DEX CON INT WIS CHA releases a cloud of poison gas in a 10-foot radius
11 (+0) 16 (+3) 14 (+2) 16 (+3) 10 (+0) 10 (+0) sphere, heavily obscuring the area. The cloud lasts for
one round or until a wind of moderate or greater speed
(at least 10 miles per hour) disperses it.
Skills alchemist’s supplies +4, poisoner’s kit +4,
glassblower’s tools +4 When a creature enters an area covered by one or more
Damage Resistances poison of these gas clouds for the first time on a turn or starts
Senses darkvision 60 ft., passive Perception 10 its turn in one or more gas clouds, that creature must
Languages Common, Undercommon make a DC 15 Constitution saving throw. On a failed
Challenge 2 (450 XP) Proficiency Bonus +2 save, the creature takes 16 (3d8 + 3) poison damage
and is poisoned until the end of its next turn. On a
Fragile Cargo. Whenever ratfolk suffers a critical hit or is successful save, the creature takes half as much
reduced to 0 hit points, it shatters a poisoned wind damage and isn’t poisoned.
globe centered on itself. When ratfolk attempts to throw the globe, creatures
Keen Smell. The ratfolk has advantage on Wisdom can use their reaction to make attacks of opportunity
(Perception) checks that rely on smell. against it as though ratfolk moved out of their reach. If
a creature hits the ratfolk this way, it drops the globe,
Overwhelming Mass x2. The first time each turn that the and it shatters at it's location.
ratfolk hits a creature with an attack, it deals an extra 2
damage per ally it has within 5 feet of its target that Reactions
isn't incapacitated. The ratfolk can benefit from up to 3
Scurry Away. When an enemy the ratfolk can see ends
allies this way.
its turn, the ratfolk can move up to half its speed away
Hazmat Gear. The ratfolk has advantage on saving from the creature and become frightened of it until the
throws against being poisoned. end of the creature's next turn. This movement doesn't
provoke opportunity attacks. While frightened this way,
the ratfolk can only take the Dash, Disengage, Dodge,
or Hide action. This feature ignores immunity to the
2 frightened condition.
New Items: Poisoned Wind Globes Acid Blast. When the orb shatters at a point, each
creature within 15 feet of the point must make the
Poisoned Wind Globes Dexterity saving throw against the orb's save DC. A
Cost: 50 gp creature takes 7 (3d4) acid damage on a failed save and
Weight: 1 lb half as much damage on a successful one. (This orb still
releases its gas cloud as usual.)
Poisoned wind globes are orbs made of glass or crystal and
filled with deadly gas. When shattered, the spheres release Rot-Spice. The clouds created by the orb deal necrotic
billowing toxic clouds so lethal that mere skin contact can damage when shattered instead of poison damage, and
cause severe pain or even death. creatures poisoned by the gases gain a level of exhaustion.
You can use an action to throw the globe up to 30 feet Warp Razors. When a creature moves into or within the
where it shatters on impact. Once shattered, it releases a cloud created by the orb, it takes 5 (2d4) slashing damage
cloud of poison gas in a 5-foot radius sphere, heavily for every 5 feet it travels.
obscuring the area. The cloud lasts for one round or until a
wind of moderate or greater speed (at least 10 miles per New Feat: Poisoned Wind Fumigator
hour) disperses it.
When a creature enters an area covered by one or more of You've become a master of crafting and utilizing poisoned
these gas clouds for the first time on a turn or starts its turn wind globes to maximum effect, and you can even implement
in one or more gas clouds, that creature must make a DC 13 globes with gases specialized in poisoning creatures
Constitution saving throw. On a failed save, the creature normally resistant or immune to such effects. You gain the
takes 2d8 poison damage and is poisoned until the end of its following benefits:
next turn. On a successful save, the creature takes half as
much damage and isn’t poisoned. Increase your Intelligence score by 1, to a maximum of 20,
When you use your action to attempt to throw the globe, or gain proficiency with alchemist's supplies, poisoner's
creatures can use their reaction to make attacks of kit, or glassblower's tools
opportunity against you as though you moved out of their You may have the saving throw for a poisoned wind globe
reach. If a creature hits you this way, you drop the globe, and or death globe you throw become 8 + your proficiency
it detonates at your location. bonus + your Intelligence modifier, and you may add your
Death Globes
Intelligence modifier to the poison damage its gas cloud
deals.
Cost: 100 gp
Weight: 1 lb At the end of each long rest, choose a creature type other
Death globes are built with the same function as poisoned than construct. Creatures of the chosen creature type
wind globes, but the gasses they carry are far more potent don't benefit from resistance or immunity to poison
and capable of enveloping a much larger area. damage from poisoned wind globes and death globes you
You can use an action to throw the globe up to 30 feet throw unless they are under the effect of the protection
where it shatters on impact. Once shattered, it releases a from poison spell.
cloud of poison gas in a 10-foot radius sphere, heavily If you are proficient with glassblowers tools and either
obscuring the area. The cloud lasts for one round or until a alchemist's supplies or poisoner's kits, and you have them
wind of moderate or greater speed (at least 10 miles per in hand, you can create a new poisoned wind globe from
hour) disperses it. the remains of one that has shattered within the last hour.
When a creature enters an area covered by one or more of To do so, you must expend 25 gp worth of alchemist's
these gas clouds for the first time on a turn or starts its turn supplies or poisons over the course of 1 minute to turn the
in one or more gas clouds, that creature must make a DC 15 shattered globe into a new poisoned wind globe.
Constitution saving throw. On a failed save, the creature
takes 3d8 poison damage and is poisoned until the end of its
next turn. On a successful save, the creature takes half as
much damage and isn’t poisoned.
When you use your action to attempt to throw the globe,
creatures can use their reaction to make attacks of
opportunity against you as though you moved out of their
reach. If a creature hits you this way, you drop the globe, and
it detonates at your location.
Poisoned Wind Globe & Death Globe
Upgrades
These effects can be added to poisoned wind globes or death
globes to enhance their lethality. The cost of the globe is
increased by 100 gold per upgrade added. If they're added to
the globes used ratfolk poisoned wind globadiers or ratfolk
death globe bombardiers, their CR goes up by 1 per
upgrade applied to their globes.

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Poisoned Wind Globadier Tactics
The poisoned wind globadiers play a crucial role in
disrupting enemy groups by acting as debuffers and providing Poisoned Wind Globadiers Loot Table
cover for their army. They achieve this by deploying poison Looting Check Result or 1d20 + 3 Loot
gas clouds to blind their opponents. While they are resistant
effects of the poison wind orbs they handle, they still exercise 1-5 1d6(3) 5sp Items
caution. Close combat is avoided, as any melee attack could 6-9 2d4(5) 5sp Items
accidentally shatter the orbs before they are thrown. To
prevent such mishaps, they prefer to keep at least 30 feet 10-16 1d6(3) 1gp Items
from their targets while hurling the orbs, employing the 17-21 1d6(2) 2gp Items
Devious Globadier ability to maintain this distance effectively.
When an opponent is severely injured and poisoned, and 22+ 2d4(6) 2gp Items
the globadiers have numerical superiority, they may decide to
move in and switch to dagger attacks. Death Globe Bombardiers Loot Table
It's important that other ratfolk avoid close proximity to Looting Check Result or 1d20 + 3 Loot
poisoned wind globadiers due to the fear of a globe
accidentally shattering. Even when fighting in a group, 1-5 2d4(5) 5sp Items
multiple poisoned wind globadiers spread out from each 6-8 1d6(3) 1gp Items
other, converging only when preparing to engage in melee
combat. 9-14 2d4(5) 1gp Items
15-19 1d6(3) 2gp Items
Poisoned Wind Globadier Loot
20+ 2d4(5) 2gp Items
Because ratfolk are humanoids, most of the valuable goods
that can be looted from them are the remains of the Example Poisoned Wind Globadier &
equipment they were using or valuables they were carrying or
hiding nearby. Most of the challenge of looting ratfolk Death Globe Bombardier Loot Names
engineers is identifying what equipment they're carrying still You can give the different types of items unique names based
has any functional value. They may also drop poisoned wind on their material and value to help differentiate them from
globes the players can collect for their own use or sale to one another. The following tables provide some example
black market vendors. They may also drop poisoned wind names.
globes the players can collect for their own use or sale to
black market vendors. You can track the globes as the ratfolk Example Poisoned Wind Globadier & Death
use them and allow players to loot any unused globes if they Globe Bombardier Item Names
can defeat the globadiers before they're all shattered. 1d4 5sp Item 1gp Item 2gp Item
Finding valuables can be done using an Intelligence 1-2 Tattered Leather Leather Saturated
(Investigation) or Wisdom (Perception) check, depending (Leather) Scraps Scraps Leather Scraps
on the circumstance.
Rusted Saturated
3-4 Cannister
Warlock Engineer Loot Tables (Metal)
Cannister
Fragments
Cannister
The following tables describe the number of items and value Fragments Fragments
of those items the players are able to loot depending on the
result of their check or the results of your roll. If they're Art Credit
making checks, you can have them make a separate check for
each creature they're looting or use one check for multiple Rat Gas Mask - Made Using Midjourney
creatures at once to save time. Green Dragon - Ilse Gort, Wizards of the Coast
Cloudkill - David Szabo, Wizards of the Coast
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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Change Log
1.0.0
Document release
1.1.0
Remove Devious Globadier ability
Adjust range of poisoned wind globes for poisoned wind
globadier to 30 ft.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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