Super Bomb

The Super Bomb is a red, larger version of the Bomb. Its fuse can be lit as a bonus action, causing it to detonate one round later in a 15-foot-radius explosion. Each creature in the area must make a DC 15 Dexterity saving throw, taking 8d6 damage on a failed save or half that damage on a successful one. Half of the damage is thunder damage, and the other half is fire damage.

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