10.01.2021 Views

SW5e - Wretched Hives - 20201013

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

AMMUNITION

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 rst 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 ne 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 ame 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 re damage or half as much

on a successful one. The re spreads around corners. It

ignites ammable 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 re or starts its turn there it must make a

DC 14 Dexterity saving throw. On a failed save, the

creature takes 2d8 re 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 lb

Projector tank, cryo 675 cr 3 lb

Projector tank, incendiary 650 cr 3 lb

Rocket, fragmentation 350 cr 2 lb

Rocket, incendiary 535 cr 2 lb

Rocket, ion 475 cr 2 lb

Snare 300 cr 2 lb

Clothing

Clothes, clandestine 300 cr 7 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 e ect 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

e ects.

CLOTHING

CLOTHES, CLANDESTINE

These clothes come with two hidden pockets, each of

which can store up to 1 lb. Finding these hidden

pockets requires a DC 15 Investigation check.

SUNSHADES

These shades are worn over the eyes. While worn, you

can no longer have disadvantage on attack rolls and on

Wisdom (Perception) checks that rely on sight when

you, the target of your attack, or whatever you are

trying to perceive is in direct sunlight. However, while

worn, you have disadvantage on attack rolls and on

Wisdom (Perception) checks that rely on sight when

you, the target of your attack, or whatever you are

trying to perceive is in dim light.

CHAPTER 5 | EQUIPMENT 50

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!