Adds +3 to Will saving throws.
If the wearer is a Cleric, the total bonus to Will saving throws is +4.
You may also search by any or all of the following criteria, with or without including a text search.
Adds +3 to Will saving throws.
If the wearer is a Cleric, the total bonus to Will saving throws is +4.
This weapon deals an additional 3 damage when it’s used to score a hit against an Accursed monster.
Adds +1 to Focus
This weapon deals an additional 3 damage when it’s used to score a hit against an Accursed monster.
+4 to AC
This weapon deals an additional 3 damage when it’s used to score a hit against an Accursed monster.
All damage (except for Push and Eldritch) inflicted upon the wearer is reduced by 3 per attack/effect.
Monster Trophy tokens can only be found in the random treasure generators found at the end of an adventure. Each represents either a portion of a creature, statuary, flora, or raw materials (e.g., metals or minerals) found within a True Dungeon adventure.
Trophies have black lettering and gold backs (or brown lettering in 2007). They are primarily used to make Combo/Transmuted tokens and are often highly-prized by token collectors.
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals up to 14 points of damage–but only to Undead and Accursed monsters. Though it is not stated on the token, the thrower need only hit AC 15 or higher. If the attack misses (hits AC 14 or lower) or if the target is not Undead or Accursed, Divine Water deals no damage. It is usable only once,