Weapon Light, Reload 4
A number of times per day equal to the wielder's Wisdom modifier (minimum 1) the weapon can fire a charged shot, which deals damage as normal but forces the target to make a Constitution Saving Throw with a DC = 8 + Proficiency modifier + Wisdom modifier or be poisoned for 1 minute. The creature can reattempt to save at the end of its turn.
Once per day: When a creature that has been poisoned by this weapon is reduced to 0 Hit Points, you may cause Myconids (magical creatures) to burst forth from the creature's corpse. Roll 1d6 to determine the number and strength of the Myconids.
The Myconids wither and decompose when they are reduced to 0 Hit POints or after 1 hour. The Myconids are friendly to the wielder of the weapon but act independently, pursing and attack any non-Myconid they are not friendly to.
d6
1-2 | 2 Myconids of CR1 or lower (ML 3-4)
3-4 | 4 Myconids of CR½ or lower (ML 2)
5-6 | 8 Myconids of CR¼ or lower (ML 1) Rare
This Pistol is crafted from fine dwarven alloys and paneled with bone white mycelium. The Barrel and chamber are inlaid with chunks of Myconid Poisoncrystal (crafting resource) which emits a weak glow and irradiates the rounds held in the chamber and clip, depleting their mass slightly but causing them to deal poison damage.
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial Ranged | 1d6 / 1d4 poison | Piercing | 100/400 | Light, Reload 4
A number of times per day equal to the wielder's Wisdom modifier (minimum 1) the weapon can fire a charged shot, which deals damage as normal but forces the target to make a Constitution Saving Throw with a DC = 8 + Proficiency modifier + Wisdom modifier or be poisoned for 1 minute. The creature can reattempt to save at the end of its turn. Once per day: When a creature that has been poisoned by this weapon is reduced to 0 Hit Points, you may cause Myconids (magical creatures) to burst forth from the creature's corpse. Roll 1d6 to determine the number and strength of the Myconids. The Myconids wither and decompose when they are reduced to 0 Hit POints or after 1 hour. The Myconids are friendly to the wielder of the weapon but act independently, pursing and attack any non-Myconid they are not friendly to. d6 1-2 | 2 Myconids of CR1 or lower (ML 3-4) 3-4 | 4 Myconids of CR½ or lower (ML 2) 5-6 | 8 Myconids of CR¼ or lower (ML 1) |