Deals 4 damage as Cold to all monsters. There is no saving throw to mitigate damage.
Cold
Melee attacks made by the wearer deal +1 damage as Cold
If the wearer is a rogue, in addition to the always-on melee Cold damage bonus, they have a once per game perk. When attempting to make a sneak attack, the rogue has the option to use a Ranged weapon. This ring does not in any way alter the number of times a rogue can attempt to make a sneak attack–it allows one of those attempts to be made using a Ranged weapon.
As an Instant Action (contrary to what the token states, this does not use up either the wearer’s Free or Standard Action for the round), the wearer may sacrifice a 1st-level Spell to polymorph into one of four types of Elemental. While polymorphed into an elemental, the wearer gains the following abilities, based on the type of Elemental chosen:
As an Instant Action (contrary to what the token states, this does not use up either the wearer’s Free or Standard Action for the round), the wearer may polymorph into one of four types of Elemental. While polymorphed into an elemental, the wearer gains the following abilities, based on the type of Elemental chosen:
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.
On a successful hit from a sling, this bullet deals an additional 2 damage as Cold. It must be declared (turned in) before sliding the weapon token.
On a successful hit from a sling, this bullet deals an additional 4 damage as Cold. It must be declared (turned in) before sliding the weapon token.
On a successful hit, this stone deals a total of 4 damage as a random energy type, as determined by which symbol is closest to the damage dot.
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Cold damage to the monster. It is usable only once per adventure, whether the attack succeeds or misses.









