non-magical* ammunition that adds +2 damage when fired from a bow
*This is a further refinement a Masterwork Arrow. It’s an extremely well-crafted arrow, but it does not have any magical enchantments placed on it.
You may also search by any or all of the following criteria, with or without including a text search.
non-magical* ammunition that adds +2 damage when fired from a bow
*This is a further refinement a Masterwork Arrow. It’s an extremely well-crafted arrow, but it does not have any magical enchantments placed on it.
On a successful hit from a bow, this Arrow deals an additional 3 damage as Sacred. It must be declared (turned in) before sliding the weapon token.
Note: Undead suffer double damage from any source of Sacred energy, but Good-aligned outsiders take no damage from Sacred power. If a weapon with added Sacred damage hits an undead creature, only the Sacred portion of the damage is doubled. If a weapon with added Sacred damage hits a Good-aligned outsider,
On a successful hit from a sling, this stone deals an additional 2 damage as Sacred. It must be declared (turned in) before sliding the weapon token.
Note: Undead suffer double damage from any source of Sacred energy, but Good-aligned outsiders take no damage from Sacred power. If a weapon with added Sacred damage hits an undead creature, only the Sacred portion of the damage is doubled. If a weapon with added Sacred damage hits a Good-aligned outsider,
Adds +4 damage as Sacred when fired from a Sunshot weapon.
Its use must be declared (turned in to the DM) prior to making the attack slide.
On a successful hit from a “blunder” weapon (including a +2 Boom Stick), this slug deals an additional 1 damage. It must be declared (turned in) before sliding the weapon token.
Weapons & ammunition made from or coated with silver do not deal extra damage to lycanthropes. (Silver Sickle is the sole exception.) However, damage from silver weapons/ammo cannot be regenerated or magically healed by lycanthropes.
On a successful hit from a bow, this arrow requires the monster to succeed on a DC 12 Will saving throw or fall asleep for one round. If the monster fails the saving throw, it will immediately fall asleep and awaken (ready to fight) after the attacker’s next turn.
If a monster is hit by two Sleep Arrows in the same round and fails both saving throws, it will only sleep for one round.
On a successful hit from a sling, this bullet deals an additional 2 damage as Acid. It must be declared (turned in) before sliding the weapon token.
On a successful hit, this bullet deals a total of 8 damage as a random energy type, as determined by which symbol is closest to the damage dot. (????=Shock, waves=Sonic, ????=Fire, ❄=Cold)
Unlike most other ammo tokens which are turned in prior to making an attack slide with the weapon that launches the ammo, this token is placed in the puck and slid. If the sling itself was magical (e.g., +1 or +2),
On a successful hit from a sling, this bullet deals an identical amount of damage (including all relevant bonuses & penalties the user may possess) the to one other monster in the room. A second To Hit slide is not required. If there is only one monster in the room, this Bullet deals normal damage (I.e., it cannot hit the same monster twice with a single attack.) It must be declared (turned in) before sliding the weapon token.
On a successful hit from a sling, this bullet deals an additional 2 damage as Fire. It must be declared (turned in) before sliding the weapon token.