Weapon, very rare

This magic ammunition is meant to slay creatures of a particular type, which the DM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one.

After dealing its extra damage to a creature, the ammunition becomes nonmagical.

1d100 Creature Type 1d100 Creature Type
01–10 Aberrations 51–60 Fey
11–15 Beasts 61–70 Fiends
16–20 Celestials 71–75 Giants
21–25 Constructs 76–80 Monstrosities
26–35 Dragons 81–85 Oozes
36–45 Elementals 86–90 Plants
46–50 Humanoids 91–00 Undead

Notes: Damage: Force

Dungeon Master’s Guide, pg. 228

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