Holocron

Explosives

Wretched Hives · Equipment

Grenade, Corrosive

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 Constitution saving throw. A creature takes 2d8 acid damage on a failed save, or half as much as on a successful one. 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 unenhanced it is wearing or carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

Grenade, Cryo

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 Constitution saving throw. A creature takes 2d6 cold damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, a creature gains 1 slowed level for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Item Cost Weight
Communications
Personal translator 150 cr .50 lb
Vocoder mask 450 cr .50 lb
Data Recording and Storage
Credit chip 100 cr
Focus generator 200 cr 1.00 lb
Repelling wristpad 1,600 cr 2.00 lb
Storing, withering focus generator 3,200 cr 1.00 lb
Explosives
Grenade, corrosive 200 cr 1.00 lb
Grenade, cryo 325 cr 1.00 lb
Grenade, deafening 225 cr 1.00 lb
Grenade, electrifying 300 cr 1.00 lb
Grenade, flash 350 cr 1.00 lb

Grenade, Deafening

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 Constitution saving throw. A creature takes 2d6 sonic damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature is deafened for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Grenade, Electrifying

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 2d6 lightning damage on a failed save, or half as much as on a successful one.

Additionally, on a failed save, a creature is shocked for 1 minute. At the end of an affected creature's turn, it can repeat this save, ending the effect on a success.

Grenade, Flash

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 Constitution saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an affected creature's turn, it can repeat this save, ending the effect on a success.