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.
Enchanter's Munition
On a successful hit from a sling, this bullet deals an additional 2 damage as Sonic. It must be declared (turned in) before sliding the weapon token.
On a successful hit from a sling, this bullet deals an additional 2 damage as Shock. 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.
On a successful hit from a sling, this bullet deals an additional 4 damage as Sonic. 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. (????=Shock, waves=Sonic, ????=Fire, ❄=Cold)
Unlike most other ammo tokens which are turned in prior to making an attack slide with the weapon that launches the ammo, this token is placed in the puck and slid. If the sling itself was magical (e.g., +1 or +2),
On a successful hit from a sling, this stone deals an additional 2 damage as Shock. Its use must be declared (turned in to the DM) prior to making the attack slide.
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.