Identity Crisis Fume

Identity Crisis Fume[edit] Magic trap
This trap manifests as a mist that covers a 5-foot square. The mist is very faint and exudes no extraordinary feature, although the air feels a bit moist than the surroundings. A detect magic spell reveals the enchantment magic in the mist.
When a creature inhales the mist, it must succeed on a DC 13 Wisdom saving throw or becomes affected by the mind-affecting property of the mist. Constructs and undeads automatically succeeds on the saving throw, as well as other creatures that does not need to breathe to survive. The mist causes the creature question its own identity, causing it to believe that it is a creature that is not quite itself. Roll a d20 to determine the nature of identity crisis a creature undergoes from the following table:

d20
Identity Crisis


1
The creature is convinced that it is a commoner, just awaken from a dream where it was its original identity. It also identifies all other situations as a part of its dream, causing it to question its own sanity.

2
The creature is convinced that it is an ape, and identifies all other creatures of the same type as other apes.

3
If the creature is a celestial, it is convinced that it is a fiend that has a CR equal to or lower than itself. It also grows a fierce hatred against celestials.
If the creature is not a fiend, roll a d20 again and consult this table to determine the effect.

4
The creature identifies itself as a doppelganger, polymorphed into the first humanoid creature it sees.

5
The creature is convinced that it is a ghost of its original identity, who is killed by the first creature it sees.

6
If the creature is a beast, it is convinced that it was transformed into the current shape by a spell cast by the first humanoid creature it sees.
If the creature is not a beast, roll a d20 again and consult this table to determine the effect.

7
The creature is convinced that it is an awakened tree that is freshly awakened, and identifies the first fey or humanoid creature it sees as a druid that awakened it.

8
If the creature is a humanoid, it is convinced that it is a knight on a noble quest. It also identifies the first non-humanoid creature it sees as a wicked dragon in disguise that it must defeat during the quest.
If the creature is not a humanoid, roll a d20 again and consult this table to determine the effect.

9
If the creature is a humanoid, it is convinced that it is a gladiator, and identifies the first humanoid creature it sees as its most worthy rival.
If the creature is not a humanoid, roll a d20 again and consult this table to determine the effect.

10
The creature identifies itself as a clay golem, just created by the first creature it sees.

11
The creature identifies itself as a djinni, trapped in a magical lamp for centuries until it is finally freed by the first creature it sees.

12
The creature is convinced that is is a treant, whose sleep was disturbed by the first creature it sees.

13
The creature is convinced that is is a skeleton, freshly raised from a pile of bones, and identifies the first humanoid creature it sees as a wizard that raised it.

14
The creature is convinced that it is a decapacitated head of a lich, floating on the ground through sheer willpower, and identifies other humanoid creatures it sees as a skeleton it raised as servants.

15
The creature is convinced that it is a pseudodragon, and identifies the first creature it sees as an ancient dragon of the same color to itself, polymorphed into the current shape.

16
If the creature is a humanoid, it is convinced that it is a spy, currently on an undercover mission. It also identifies all other humanoid creatures it sees as undercover agents in disguise, plotting against it and going for its throat.
If the creature is not a humanoid, roll a d20 again and consult this table to determine the effect.

17
If the creature is a humanoid, it is convinced that it is a noble, and identifies all other humanoid creatures as bandits that kidnapped it for ransom.
If the creature is not a humanoid, roll a d20 again and consult this table to determine the effect.

18
If the creature is a fiend, it is convinced that it is a celestial that has a CR equal to or lower than itself. It also grows a fierce hatred against fiends.
If the creature is not a fiend, roll a d20 again and consult this table to determine the effect.

19
The creature identifies itself as an invisible stalker, summoned by the first creature it sees. It is also convinced that it is invisible to all other creature except for its summoner.

20
The creature is convinced that it is a cat, and identifies the first humanoid creature it sees as its beloved owner.

The effect lasts for 1 hour or until a successful dispel magic (DC 13) or a remove curse spell is cast on the creature. During this period, if the creature attempts to act against its newly convinced identity or perform a feat that is normally incapable with its normal capability (e.g. speaking with an awakened tree’s identity, casting a spell with a cat’s identity, etc.), it must first make a DC 13 Wisdom saving throw. On a failed save, it’s new identity snaps it against the action, and whatever action or cost required for the action is lost.
The trap may be combined with a classic style of trap that exhales such mist when a creature steps on a hidden pressure plate. If the trap is presented as a pressure plate-based style, the DC is 13 to spot the pressure plate. The trap activates when more than 20 pounds of weight is placed on the pressure plate, releasing the mist. A successful DC 15 Dexterity check using thieves’ tools disarms the trap, as well as a successful dispel magic (DC 13) also nullifies its mechanism.

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