Adds +3 to Damage and +3 To Hit when fired from a projectile-launching weapon. Its use must be declared (turned in to the DM) prior to making the attack slide.
Hand Crossbow
On a successful hit from a hand crossbow, this bolt requires the victim to succeed on a DC 12 Fortitude saving throw or suffer a -1 penalty to all melee damage until the end of combat. It must be declared (turned in) before sliding the weapon token.
The enfeeblement penalty from this bolt is equivalent to the spell ray of enfeeblement and the two effects share the same stack.
On a successful hit with a hand crossbow, in addition to dealing damage, the target must succeed on DC 12 Will saving throw or be unable to cast spells. If the target is not a spellcaster, this bolt has no effect. It must be declared (turned in) before sliding the weapon token.
Note: Attacks made with this ammunition deal a total of 0 HP damage–whether the saving throw was successful or not.
On a successful hit from a hand crossbow, this bolt requires the victim to succeed on a DC 12 Fortitude saving throw or spend the entire next round attacking itself, dealing itself 5 of HP damage. This effect only lasts one round. It must be declared (turned in) before sliding the weapon token. Multiple hits in the same round do not stack, but the monster could be affected in consecutive rounds–assuming it continued to fail the saving throw.



