This ammunition deals Radiant damage to undead creatures and if it hits an undead with a CR of 2 or lower it immediately dies. Additionally, this ammunition can damage a Lich’s phylactery no matter how it was created or prepared.
As you swing this sling around your head you can hear it whistling, and the ammunition begins to glow a faint white.
This sling has 8 charges and regains 1d6+2 charges each day at dawn.
If you expend a charge when you make an attack with this weapon the ammunition screams forward in flash of light. You make a single attack roll against all targets in a 1-foot wide 60-foot long line. On a hit the target takes an additional 2d4 piercing damage.
This sling is made from dark leather, painted with a bright orange motif. It smells of smoke and sulphur when you fire it. This item has 10 charges and regains 1d8+2 charges each day at dawn.
When you make an attack with this sling you can expend a charge and as you do so the ammunition begins smoking before it ignites in a fiery trail to your target. When you make an attack in this way you deal an additional 2d6 fire damage on a hit. If you instead expend 4 charges while making an attack the ammunition explodes into a fireball on contact with a creature or surface. Each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw. A target takes 6d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners and it ignites flammable objects in the area that aren’t being worn or carried.
This bag of powder is made from the bones of an immensely strong undead and it dries out your skin with even the smallest contact. As an action you can spread a handful of this powder over an adjacent square and for the next year, or until purposefully dispersed by another creature, undead with a CR of 3 or lower can not pass over or touch this space. The bag holds four handfuls of bone powder.
When thrown this vial of watery red fluid explodes into a fine mist with a radius of 30 feet centered on the point it was thrown. Any undead in this area is Stunned. At the beginning of an affected creature’s next turn and every turn afterwards it can make a DC 12 Constitution saving throw to end this effect. Additionally, a lich that is exposed to this effect takes an additional 30 days to rejuvenate the next time it dies.
These bolts have mottled heads emblazoned with the tentacled symbol of Panzuriel. If one of these arrows draws blood the symbol on its head glows a deep amber before exploding in a cloud of yellow and black energy. The creature damaged by this arrow must make a DC 17 Constitution saving throw. On a successful save the creature takes an additional 2d8 necrotic damage. On a failed save tentacles of a size proportional to the target creature erupt from the wound and they take an additional 4d8 necrotic damage.
These tentacles remain on the creature for 1 minute unless they are removed with Remove Curse, or Greater Restoration. If the tentacles remain on the creature for the entire duration the target creature incurs one level of exhaustion as they shrivel up. The tentacles have a mind of their own and attempt to restrain up to 3 creatures within 5 feet of the target. The targets of the attempted grapples must beat a DC equal to 14 + the target creature’s Strength modifier or be grappled.
Other types of magical ammunition of this kind exist, such as arrows meant for a bow, though bolts are the most common.