Wondrous Item, very rare

As an action, a creature can light an anti drake bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a DC 20 Dexterity saving throw, taking 8d6 magical bludgeoning damage on a failed save, or half as much damage on a successful one.

anti drake bombs can be rigged with a longer fuse to explode after a set amount of time, usually 1 to 6 rounds. Roll initiative for the bomb. After the set number of rounds goes by, the bomb explodes on that initiative.

this bomb, is especailly effective against foes that are drakes, dealing an additional 6d10 magical force damage when the bomb explodes, requiring the drake to roll a dc 20 strength save against it as well

BladeGod

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