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Tuesday Magic Item – Accursed Bone Arrow

16 October, 2018

Carved boneGollaon took cover behind Voddick’s shield as the arrows rained down, several shattered into white and yellowed fragments.  One of the soldiers beside them howled in pain and then feel silent.

“Bastards!” said Gollaon, unlimbering his short sword.

“What foul magic are they using now?” asked Voddick.

“Accused arrows,” said Gollaon.  “Those killed by them rise as the unliving.”

“Bastards!”

Accursed Bone Arrow

These arrows are tipped in bone arrow heads and often have bone shafts but they are always light and fragile and must be treated with care.  They suck the moisture out of anything they are in contact with so they are best stored in metal containers.

The accursed bone arrow have a +3 attack bonus but cause damage as an arrow two sizes smaller however it also carries an attack that inflicts 2d8 points of darkness damage and, if it drops the target below zero hit points, they must make a Fortitude save (DC 14) or immediately die and then rise 1d3 round later as a zombie (if they rolled a natural 1 on the save and were of an evil alignment, they may rise as a shadow -lacking the create spawn power- instead)

The zombie remains animated for 3d8 rounds but each time it kills another living being of size small or larger, it heals 1d8 + the hit dice of the creature killed and it remains animate for the same number of additional rounds.  (The shadow just keeps existing until killed.)

Aura moderate necrourgy; CL 7th
Slot none; Price 957; Weight half as usual by arrow
Construction Requirements
Craft Magical Arms and Armor, animate dead, bestow curse, vampric touch; Cost 475 + 7 for the arrow

For D&D 5E:

Weapon (arrow), rare

First paragraph as above.

The accursed bone arrow has a +3 bonus to attack rolls but cause half the damage usual for the bow however it also carries an attack that inflicts 2d8 points of necrotic damage and, if it drops the target below zero hit points, they must make a Fortitude save (DC 12) or immediately die and then rise 1d3 round later as a zombie (if they rolled a natural 1 on the save and were of an evil alignment, they may rise as a shadow -lacking the ability to create new shadows- instead)

The zombie remains animated for 3d8 rounds but each time it kills another living being of size small or larger, it heals 1d8 + the hit dice of the creature killed and it remains animate for the same number of additional rounds.  (The shadow just keeps existing until killed.)

Notes: How about a weapon that makes monsters?  What could be more terrifying than having your comrade killed and then having them animate and attack you.

Image edited from Horn and bone implements of the New York Indians (1902) found on Wikimedia Commons and possessing no known copyright restrictions.

 

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One comment

  1. I like a good nonmetal magical weapon. It adds (or can add) deeeper history to the setting.



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