{"name":"EMP Pistol","type":"Weapon","attunement":"","properties":"firearm","armortype":"None","ac":"","strengthrequirement":"","weapontype":"Martial Ranged","damage":"2d10","secondarydamage":"","damagetype":"Lightning","range":"50\/200","description":"The EMP Pistol emits a beam of electromagnetic energy that cannot harm living creatures, but deals terrible damage to robots. The EMP Pistol can harm androids and creatures with cybernetic implants, but they take half damage from a hit. A creature that is critically hit by the EMP Pistol and takes damage from that hit must succeed on a DC 13 Constitution saving throw or suffer disadvantage on all ability checks and attack rolls until the start of the attackers next turn.","rarity":"Common","cost":"2000gp","weight":"2lbs","source":"the Dungeon Muser","image":"","tabledata":"","tags":"weapon,item,gun","isShared":"1","templateId":"18","blockId":"160425"}