Ice Mephit Claw
Upon the destruction of an Ice Mephit, there is a 50% chance that 1D4 Ice Mephit Claws can be found on the ground.
Ice Mephit Claws have a value of 50 gold.
Ingredients: 1 Ice Mephit Claw, frost lichen, a flask of oil When thrown, the Potion of Freezing sprays out droplets in a 10 foot radius. All creatures in the radius must succeed on a DC 15 Constitution Saving throw or be frozen (paralyzed condition) until the end of their next turn.
This javelin is a magic weapon. When you hurl it and speak its command word (set at time of creation), it transforms into a sharpened icicle, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 cold damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target.
Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.
The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. Proficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Ice Mephit Claws have a value of 50 gold.
Potion of Freezing
Ice Mephit claws can be used as an ingredient in a Potion of Freezing (very rare), which can be used as Potion Grenades.Ingredients: 1 Ice Mephit Claw, frost lichen, a flask of oil When thrown, the Potion of Freezing sprays out droplets in a 10 foot radius. All creatures in the radius must succeed on a DC 15 Constitution Saving throw or be frozen (paralyzed condition) until the end of their next turn.
Javelin of Frost
Ice Mephit Claws can be sharpened as tips for a Javelin. They are too large and unbalanced for arrows.This javelin is a magic weapon. When you hurl it and speak its command word (set at time of creation), it transforms into a sharpened icicle, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 cold damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target.
Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.
The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. Proficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it.
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