Stasis Grenade

Weapon (technomagical), rare

Stasis grenades warp time and space, effectively locking a small area outside the normal flow of time. Creatures within 20 feet of an exploding stasis grenade takes 10 (3d6) thunder damage and 10 (3d6) force damage (creatures reduced to 0 hp by this damage are not killed and are instead knocked unconscious), or half as much on a successful DC 15 Constitution saving throw. In addition, creatures within 5 feet of the stasis grenade failing their saving throw are trapped in a state of suspended animation, cut off from the world as if affected by a sequester (save that it is not invisible) and a protective field equivalent to a resilient sphere but surrounding its body at a distance of one inch. The target remains in this suspended animation for 1 hour. Each creature in stasis exists within its own protective field.

If more than one stasis grenade detonates in the same area at the same time, creatures within have disadvantage on the saving throw, and on a failed save the duration of the stasis is increased to 1 hour per stasis grenade, but the area is not increased, nor is the damage cumulative with each grenade.

Section 15: Copyright Notice

The Dragon’s Hoard #21 © 2022, Legendary Games; Authors Jason Nelson, Miguel Colon, Alex Riggs, Mike Myler, Robert J. Grady, Michael “solomani” Mifsud, Darrin Drader, Matt Kimmel, Scott D. Young.

This is not the complete section 15 entry - see the full license for this page