Wondrous Item, common
These marble-sized stones come a variety of colors that determine their effect when a target is hit with one. While they sometimes come in a complete set of the rainbow, they can also be rolled on a d8 per stone. A stone can be slung with a sling or thrown with a range of 60 feet. Effects by color:
1-Red: The target takes 2d6 fire damage.
2-Orange: The target takes 2d6 acid damage.
3-Yellow: The target takes 2d6 lightning damage.
4-Green: The target takes 2d6 poison damage.
5-Blue: The target takes 2d6 cold damage.
6-Indigo: The target is Restrained. It must then make a DC 10 Constitution saving throw at the end of each of its turns. If it successfully saves three times, the effect ends. If it fails its save three times, it permanently turns to stone and is subjected to the Petrified condition. The successes and failures don’t need to be consecutive, keep track of both until the target collects three of a kind.
7-Violet: The target is Blinded. It must then make a DC 10 Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM’s choosing and is no longer Blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
8-Special: The stone has two colors. Roll twice more, rerolling any 8.
This is my go to consumable loot in the Haven campaign.