Land Mine (5e Equipment)
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This small device can be loaded with a variety of payloads and be planted on any surface to trap unsuspecting creatures.
A Perception Check of 13 reveals the Land Mine. Unless it's been disguised/hidden. Spending 1 Minute burying the Land Mine in a soft surface increases this DC to 20. A Stealth Check of 18 is required to approach the Land Mine without detonating. A Tinkering/Lock Pick Check of 14 disarms the Land Mine.
Any creature that enters the same 5 foot sphere of the Land Mine detonates it, triggering an attack based on the contents. The Creature must make a DC 16 Dexterity Save. The Land Mine remains intact unless otherwise stated.
- Alchemists Fire.
As a Creature steps over the Land Mine it spits out a funnel of Alchemist's Fire. On a failure the target takes 1d4 fire damage immediately and 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. On a success the target takes just 1d4 of fire damage.
- Explosive Powder
As the creature steps over the Land Mine it explodes. On a failure the target takes 2d6 Fire Damage, 1d6 Thunder Damage, and is thrown 5 foot into the air, taking 2 Bludgeoning Damage as it falls prone. It must also then make a DC 16 Constitution Saving Throw against being stunned and deafened for 9 seconds. On a Success the target only takes 1d6 Thunder Damage, is knocked prone without taking Bludgeoning Damage, but must still take the Constitution Save against being deafened. Either way the Land Mine is destroyed.
- Auril's Kiss
As a Creature steps over the Land Mine it spits out a funnel of Auril's Kiss. On a failure, the target takes 2d6 cold damage and becomes restrained by growing ice. A creature can end this condition by using its action to make a DC 13 Strength check to break the ice.
Cost: 200 gp
Weight: 1 lb