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.
Ranged
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals up to 6 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 Water deals no damage. It is usable only once, whether the attack succeeds or misses.
The weapon deals an additional 5 Damage when it’s used to score a hit against Undead or Were-kind.
Like all +4 weapons, the DM adds +4 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
This bow is permanently imbued with the ultra keen edge spell. This means that when used in combat, a critical hit can be scored if the player slides a natural 18, 19, or 20. This weapon is not subject to further effect from a keen edge spell.
Though not indicated on the token, this non-magical weapon’s head is forged with Faerie-Iron. Therefore this weapon deals an additional 3 damage when it’s used to score a hit against a Fey or Fae creature.
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Fire 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.),









