The Vault: Frogmentation Grenade

In the deep caverns near a treacherous swamp, there lived a goblin who considered himself clever. Unlike his kin, who craved shiny trinkets and tasty morsels, this goblin had a fascination with the arcane. His lair was a cluttered mess of potion bottles, reagents, and a moldy book of formulae he’d pilfered from a hapless alchemist long ago.

While clumsily attempting to concoct a potion, it had a volatile reaction that opened a portal to the distant Realm Amphibious. The moment the portal crackled open, an army of bewildered frogs leapt into his cavern, croaking madly and hopping about. After overcoming his initial surprise, he realized that he could harness the frogs’ natural defensive mechanisms — their slippery flesh secreted a mild toxin that could poison foes. Combining his portal potion with a mild explosive device he created the frogmentation grenade.

To test his invention, the goblin attempted a midnight heist in a nearby village. As he snuck about, a vigilant town guard spotted him, aiming a spear in his direction. With a mischievous grin, the goblin tossed one of his newly crafted grenades onto the cobblestones. It exploded with a cacophony of ribbits, as a stream of frogs burst forth. The guard, now surrounded by hopping amphibians, flailed in confusion as the frogs clung to his armor and leapt into his mouth, leaving the goblin free to disappear into the darkness.


Frogmentation Grenade

Wondrous Item, Uncommon

As an action, you can throw this grenade up to 60 feet. It explodes on impact, releasing an army of frogs. Creatures within 20 feet of the impact point must make a DC 13 Dexterity saving throw. On a failure, the creature takes 3d6 poison damage and must roll a d4, consulting the following table for an additional effect. On a success, the creature takes half as much damage and suffers no further effects.

d4Effect
1Distract. The creature is incapacitated until the end of its next turn or until it takes damage.
2Halt. The creature’s speed is reduced to 0 until the end of its next turn.
3Sicken. The creature gains the poisoned condition until the end of its next turn.
4Slime. The creature falls prone.

Check out last week’s item: the quiver of the wilds.

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