A tanglefoot bag is a small sack filled
with tar, resin, and other sticky substances. When you throw
a tanglefoot bag at a creature (as a ranged touch attack with
a range increment of 10 feet), the bag comes apart and goo
bursts out, entangling the target and then becoming tough
and resilient upon exposure to air. An entangled creature
takes a –2 penalty on attack rolls and a –4 penalty to Dexterity
and must make a DC 15 Ref lex save or be glued to the f loor,
unable to move. Even on a successful save, it can move only
at half speed. Huge or larger creatures are unaffected by a
tanglefoot bag. A f lying creature is not stuck to the f loor,
but it must make a DC 15 Ref lex save or be unable to f ly
(assuming it uses its wings to f ly) and fall to the ground. A
tanglefoot bag does not function underwater.
A creature that is glued to the f loor (or unable to f ly) can
break free by making a DC 17 Strength check or by dealing
15 points of damage to the goo with a slashing weapon. A
creature trying to scrape goo off itself, or another creature
assisting, does not need to make an attack roll; hitting the
goo is automatic, after which the creature that hit makes
a damage roll to see how much of the goo was scraped off.
Once free, the creature can move (including f lying) at half
speed. If the entangled creature attempts to cast a spell, it
must make concentration check with a DC of 15 + the spell’s
level or be unable to cast the spell. The goo becomes brittle
and fragile after 2d4 rounds, cracking apart and losing its
effectiveness. An application of universal solvent to a stuck
creature dissolves the alchemical goo immediately.
Cost: 1 gp.
Weight: - lbs