Holocron

Grenade, plasma

Explosive · 125 cr
categoryExplosiveclassificationUnknownsourcePHBcost125
Grenade, plasma

Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 2d10 energy damage on a failed save, or half as much as on a successful one.