Ammunition of Slaying — printable magic item

Weapon

  • Weapon
  • Very rare
  • No attunement
Ammunition of SlayingWeapon · Very rare
Ammunition of SlayingWeapon
RarityVery RareAttun.NoPropsAny Ammunition

This magic ammunition is meant to slay creatures of a particular type, which the GM 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

Ammunition of Slaying
Weapon
Very RareRarity
NoAttunement
Any AmmunitionProperties

This magic ammunition is meant to slay creatures of a particular type, which the GM 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

Weapon
Magic item card

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At a glance

Item type
Weapon
Category
Weapon
Rarity
Very Rare
Attunement
No attunement
Properties
Any Ammunition

Full description

This magic ammunition is meant to slay creatures of a particular type, which the GM 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

See also