When thrown, this artifact made from highly dense material will deliver blunt damage. The skull can be used only once per combat per character, even if a player possesses more than one of these tokens. It is a permanent item (not collected on use).
Blunt
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 requires the monster to succeed on a DC 12 Fortitude saving throw or be stunned for one round. It must be declared (turned in) before sliding the weapon token.
Stunned: Victim drops whatever is in its hands; cannot attack, cast spells, or play bardsong; and suffers a -2 AC penalty.
Similar to a +1 weapon, the DM will add +1 to the AC hit when using this weapon. However, this weapon does not have an inherent damage bonus.
This non-magical weapon may be used as either a staff (using melee stats) or a sling (using ranged stats). Switching this weapon from melee to ranged or vice versa does not incur any time penalty whatsoever.
You have the option to use sling bullets/stones (they’re not required) when making ranged attacks with this weapon, but not when making a melee attack.
Sling attacks made with this stone gain +1 to Hit. Its use must be declared (turned in to the DM) prior to making the attack slide.
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals its damage to the monster. It is usable only once, whether the attack succeeds or misses.
If successfully hit, the target suffers a -2 penalty to its To Hit rolls for the rest of that combat. The effect from this item does not stack with itself.









