Deals 5 damage as Sonic to all monsters. There is no saving throw to mitigate damage.
Sonic
Deals 4 damage as Sonic to the target. There is no saving throw to mitigate damage.
Deals 6 damage as Sonic to the target. There is no saving throw to mitigate damage.
Deals 10 damage as Sonic to the target. There is no saving throw to mitigate damage.
Deals 3 damage as Sonic to all monsters. There is no saving throw to mitigate damage.
Deals 6 damage as Sonic to the target. There is no saving throw to mitigate damage. If the target happens to be crystalline, the damage is 12 instead of 6.
Deals 6 damage as Sonic to all monsters. There is no saving throw to mitigate damage. If any of the targets happen to be crystalline, the damage the crystalline monsters take is 12 instead of 6.
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:
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Sonic damage to the monster. It is usable only once, whether the attack succeeds or misses.
Like all alchemical weapons, this item deals double damage if the attacker scores a natural 20 on the attack slide and is affected by Ranged combat bonuses (hit and damage). But unlike thrown physical weapons (dagger, spear, etc.),









