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Hookshot<br />

1/1d8 piercing range(30/120), light<br />

A hookshot is a martial ranged weapon. When a target is hit by a hookshot it is hooked. A<br />

target that is hooked is moved 60 feet towards the target, and then moves towards the target<br />

at a rate of 60 feet/round. A target that is hooked can attempt to anchor itself before any<br />

instance of compulsory movement begins by passing an opposed strength check against the<br />

hookshot’s wielder. An anchored target counts as being a size larger than the hookshot’s<br />

wielder for the purposes of the hookshot’s resolution.<br />

If the target is a size or more larger than the wielder of the hookshot then the wielder is instead<br />

moved towards the target in a straight line at the same rate as normal. If the wielder and target<br />

are the same size, they are instead moved towards each other in a straight line, both moving<br />

at half the normal rate.<br />

A hookshot deals either 1d8 or 1 damage depending on the head it has attached- a penetrating<br />

or grabbing head. It takes a full action to switch heads. The hookshot’s chain has 10 hp and<br />

AC 11.<br />

Boomerang<br />

1d4 bludgeoning range(30/120) ammunition<br />

A boomerang is a simple weapon. If a boomerang does not hit its target it does not consume<br />

any ammunition. If it hits its target ammunition has only a 50% chance of being consumed<br />

Military boomerang<br />

1d10 slashing range(30/120) ammunition<br />

A military boomerang is a martial weapon. If a military boomerang does not hit its target it does<br />

not consume any ammunition. If it hits its target ammunition has only a 50% chance of being<br />

consumed.<br />

Deku nut<br />

No damage range(20/60) ammunition<br />

A deku nut is a simple weapon. A target hit by a deku nut, or within five feet of a point hit by<br />

deku nut (fifty feet in darkness) that is looking at the impact point, is blinded and deafened for<br />

d3 turns unless they can pass a constitution saving throw (DC 16). Characters with<br />

tremorsense are affected, and characters with blindsight may be affected, at the GM’s<br />

discretion.<br />

Bombs<br />

As an action, a character can light a bomb and throw it at a point up to 60 feet away. Each<br />

creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw or take<br />

3d6 fire damage. Larger bombs may do increased damage.<br />

Bombchu<br />

Bombchus are small lithovoric verminous creatures. Trained bombchu may be given simple<br />

commands in a language in which they are familiar. They will endeavour to fulfil these<br />

commands, but have no hands. They have the following statblock.<br />

Bombchu<br />

Tiny beast, unaligned<br />

• Armor Class 17<br />

• Hit Points 1(1d4 - 1)<br />

• Speed 40 ft.<br />

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