> [!tip|no-i] # The Big One
> *A 5-foot wide and 2-foot tall oblong steel bomb with a complex gnomish arming mechanism and extendable fuse.*
>
> The fuse lasts **6 seconds** by default, but can be prolonged up to **10 minutes.** When the Big One detonates, all creatures within a **Very Far Area** must succeed on a ***Luck* (Dex) save** or die instantly. On a success, they take **20d6 damage** and suffer *Chaos Poisoning.*
>
> For **5d20 years** after the bomb is detonated, all creatures that are **born** within a **6 mile area** centred on the bomb's detonation site or spend more than **24 hours** there suffer from *Chaos Poisoning.* In addition, spellcasting checks performed within the area have advantage, and all DDM checks have disadvantage. Finally, all vegetation withers and dies in the area, leaving only barren wastes.
>
> **Chaos Poisoning:** Creatures lose 1 Con each day until death at zero Con. A single *Luck* (Con) save is permitted after **2d6 days** to end the poisoning. On a success, the creature transforms into an [[World/Races/Interlopers/Urgot|Urgot]]; on a Great Success they only suffer a [[Mutations|Negative Mutation]]. Urgot are immune to *Chaos Poisoning.*