Bow of Sun Slaying

Level 20WeaponBulk 1UniqueRemaster

1d6P·Martial·Bow·One or two-handed

Range 60 ft.·Reload 0

Runes +3, major striking, greater frost

The B ow of Sun Slaying is a +3 major striking greater frost composite shortbow constructed out of wood, horn, and sinew. It bears carvings of a long-forgotten demigod who legends say possessed the ability to destroy the sun with a single arrow.

Activate—Darkness for My Foes (concentrate)

Frequency once per day

Requirements Your last action was a successful Strike against your foe with this weapon


Effect You whisper, "Darkness for my foes," and the target of your last attack takes (10d6) cold,(10d6) spirit damage (DC 45 will save).

Traits

Artifact

Items with this trait are artifacts. These magic items can't be crafted by normal means, and they can't be damaged by normal means. Artifacts are always rare or unique.

Cold

Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.

Deadly d10

On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon's damage. This increases to two dice if the weapon has a greater striking rune and three dice if the weapon has a major striking rune. For instance, a rapier with a greater striking rune deals 2d8 extra piercing damage on a critical hit. An ability that changes the size of the weapon's normal damage dice doesn't change the size of its deadly die.

Divine

This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.

Propulsive

You add half your Strength modifier (if positive) to damage rolls with a propulsive ranged weapon. If you have a negative Strength modifier, you add your full Strength modifier instead.

Critical Specialization (bow)

If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 Athletics check to pull the missile free; it can't move from its space until it succeeds. The creature doesn't become stuck if it is incorporeal, is liquid, or could otherwise escape without effort.