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Holy Water

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.

A character could drink this and suffer no ill-effects, but unless the room’s description specifically says otherwise, it offers no benefit beyond what would normally be gained by drinking a small amount of pure clean water.

Like all alchemical weapons, this item deals double damage if the attacker scores a “natural 20” on its attack slide and is affected by Ranged combat bonuses (hit and damage). But unlike thrown physical weapons (dagger, spear, etc.), alchemical weapon damage is not increased by the attacker’s Strength score.

Note: The older (“woody”) versions of this token cause exactly 4 damage if the attack is successful.

Text On Token

Damages Undead only
(One use)

Usable By: all, Barbarian, Bard, Cleric, Druid, Dwarf Fighter, Elf Wizard, Fighter, Monk, Paladin, Ranger, Rogue, Wizard
Slot: slotless
Rarity: Common
Year: 2003, 2004, 2005, 2006, 2007, 2008, 2020, 2026
Source: Standard Pack
Classification: Liquid, Weapon
Weapon Handedness: One-Hand
Weapon Attack Mode: Missile, Ranged, Thrown
Weapon Medium: Alchemical, Non-Magical, Non-Magical Ranged
Liquid Type: Alchemical Weapon
Limited Use: Expendable, Single Use
Ingredient For: +1 Staff of Striking, Boots of Sure Footing, Bracelets of the Zephyr, Divine Water
Converts To*: 1 unit, Dwarven Steel

*Click here for more information on the Token Exchange Program

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