Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon.
Note: Weapon tokens printed in 2003 or 2004 do not have damage wheels and cannot be used in game. They are collector’s items only.
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Note: Weapon tokens printed in 2003 or 2004 do not have damage wheels and cannot be used in game. They are collector’s items only.
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Note: Weapon tokens printed in 2003 or 2004 do not have damage wheels and cannot be used in game. They are collector’s items only.
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Note: Weapon tokens printed in 2003 or 2004 do not have damage wheels and cannot be used in game. They are collector’s items only.
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Note: Weapon tokens printed in 2003 or 2004 do not have damage wheels and cannot be used in game. They are collector’s items only.
Like all +1 weapons, the DM will add +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Note: Weapon tokens printed in 2003 or 2004 do not have damage wheels and cannot be used in game. They are collector’s items only.
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Fire damage to the monster. Though it is not stated on the token, the thrower need only hit AC 15 or higher. It is usable only once, whether the attack succeeds or misses.
It also may be used to ignite combustible substances.
Like all alchemical weapons, this item deals double damage if the attacker scores a “natural 20”
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals up to 6 points of damage–but only to undead monsters. Though it is not stated on the token, the thrower need only hit AC 15 or higher. If the attack misses (hits AC 14 or lower) or if the target is not undead, Holy Water deals no damage. It is usable only once, whether the attack succeeds or misses.
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals 8 Sonic damage to the monster. Though it is not stated on the token, the thrower need only hit AC 15 or higher. There is no saving throw to mitigate damage. It is usable only once, whether the attack succeeds or misses.
The damage from this item is doubled* if the victim is a Construct or a crystalline creature.