
“This bottle comes with a quick-release harness that can be attached to a belt or strap. At an initial glance, the liquid in the bottle appears to have a pinkish hue. However, when disturbed, it begins to exhibit an iridescent glow.”
A creature can use an action to hurl the bottle at a point up to 60 feet away. Upon hitting the ground, the bottle shatters, and chaotic energy explodes outward. Each creature within a 15-foot radius must make a DC 13 Dexterity Saving Throw, taking 8d6 damage on a failed save, and half as much on a successful one.
Once all affected creatures have made their saving throws, roll a d8 to determine the Chaos Grenade’s damage type, as shown on the table below.