Holocron

Ammunition

Wretched Hives · Equipment

Projector Tank, Corrosive

When triggered, this vapor projector ammunition produces a spray of acid in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel tank holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 14 Constitution saving throw. On a failed save, a creature takes 2d6 acid damage, and the first attack it makes before the end of its next turn has disadvantage. On a successful save, a creature takes half damage and isn't disadvantaged. If this damage reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust.

Projector Tank, Cryo

When triggered, this vapor projector ammunition produces a beam of carbonite energy in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel tank holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 14 Constitution saving throw. On a failed save, a creature takes 2d4 cold damage and gains 1 slowed level until the end of your next turn. On a successful save, a creature takes half damage and isn't slowed. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.

Projector Tank, Incendiary

When triggered, this vapor projector ammunition produces a burst of flame in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel tank holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 14 Dexterity saving throw, taking 2d8 fire damage or half as much on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

Rocket, Fragmentation

This rocket launcher ammunition deals 2d6 kinetic damage on a hit. Additionally, hit or miss, the rocket then explodes. The target and each creature within 15 feet must make a DC 14 Dexterity saving throw, taking 2d10 kinetic damage on a failed save or half as much on a successful one.

Rocket, Incendiary

This rocket launcher ammunition deals 2d6 kinetic damage on a hit. Additionally, hit or miss, the rocket then explodes, setting the ground beneath it in a 15 foot radius ablaze for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 14 Dexterity saving throw. On a failed save, the creature takes 2d8 fire damage or half as much on a successful one. A construct makes this save with disadvantage.

Item Cost Weight
Ammunition
Projector tank, corrosive 625 cr 3.00 lb
Projector tank, cryo 675 cr 3.00 lb
Projector tank, incendiary 650 cr 3.00 lb
Rocket, fragmentation 350 cr 2.00 lb
Rocket, incendiary 535 cr 2.00 lb
Rocket, ion 475 cr 2.00 lb
Snare 300 cr 2.00 lb
Clothing
Clothes, clandestine 300 cr 7.00 lb
Sunshades 20 cr

Rocket, Ion

This rocket launcher ammunition deals 2d6 kinetic damage on a hit. Additionally, hit or miss, the rocket then explodes. The target and each creature within 15 feet must make a DC 14 Dexterity saving throw, taking 2d6 ion damage on a failed save or half as much on a successful one. Any electronics within the blast radius that aren't being worn or carried are disabled until rebooted.

Snare

When hit by this wrist launcher ammunition, a Medium or smaller creature is restrained until it is freed. A snare has no effect on formless or Large or larger creatures. A creature can use its action to make a DC 13 Strength or Dexterity check (the target chooses the ability to use), freeing itself or another creature within its reach on a success. The snare has an AC of 10, 5 hit points, and immunity to all damage not dealt by melee weapons. Destroying the snare frees the creature without harming it and immediately ends the snare's effects.