Chimera rifle
This strange deviation of the hydra rifle has three barrels. One is a standard dragon rifle barrel, one launches a small dart
(usually drugged or poisoned), and one shoots a stream of alchemist’s fire like a hellsbreath gun.
The dart inflicts 2 (1d4) piercing damage; it is designed to inflict only a small amount of damage so the target can be drugged and captured alive. It has range 20/60.
The stream of alchemist’s fire forms a line 10 feet long and 5 feet wide in a direction the wielder chooses. Any creature in the line must make a DC 15 Dexterity saving throw. On a failed save, the creature takes 2 (1d4) fire damage, and again at the start of each of your turns; the creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. On a successful save, the creature takes only 1 fire damage and does not take additional damage after that. (Unlike the hellsbreath gun, the smaller amount of alchemist’s fire stored within the chimera rifle and the smaller powder charge—and thus the shorter range—mean it is safer to use and doesn’t have a chance of exploding.) Unlike a hydra rifle, a chimera rifle cannot be fitted with a master trigger. Each barrel must be loaded separately.
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