Uncommon
A heavy crossbow takes one combat round to load after being fired. Therefore, a player using any type of heavy crossbow (mundane, magical, Dwarven, etc.) will only be able to attack every other round. Even if a player has multiple heavy crossbow tokens, the cumbersome nature of this weapon–changing from heavy crossbow to heavy crossbow–will still incur a combat round penalty. Thus, carrying multiple heavy crossbows will have no net benefit (besides being realistically unfeasible).
This weapon deals an additional 3 damage when it’s used to score a hit against Undead.
Note: This token is named for something it resembles, not for its function. It does not literally sprinkle Holy Water.
This weapon deals an additional +3 damage when it’s used to score a hit against a Fae.
Adds +2 to Melee AC
If the wearer is a monk, in addition to the +2 to Melee AC, the wearer also gets +2 to Ranged AC
Once per room, the wearer may use one ammo token without having to turn the ammo token in. Any additional ammo tokens must be turned in.
Successful missile attacks (physical ranged attacks, not spells or wholly magical effects) made by the wearer deal +1 damage as Sacred
Note: Undead suffer double damage from any source of Sacred energy, but Good-aligned Outsiders take no damage from Sacred power. If an attack with added Sacred damage wounds an Undead creature, only the Sacred portion of the damage is doubled.
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals up to 8 points of damage–but only to undead 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, Holy Lager deals no damage. It is usable only once, whether the attack succeeds or misses.









