Bloody Boomerang

Weapon (boomerang), rare (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this weapon and its sharpened edges deal slashing rather than bludgeoning damage.

When you make a ranged attack with this weapon, whether or not the attack hits, the weapon flies back to your hand immediately after the attack.

Once per turn, when you hit a creature with the bloody boomerang, the target’s wound bleeds, and it takes 1d4 necrotic damage at the start of its turn. The bleeding creature can then make a DC 15 Constitution saving throw, with a success ending the bleeding. Otherwise, it continues to take the damage at the start of its turn. The saving throw may be repeated each round until it succeeds, ending any further bleeding effect. Alternately, the creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the bleeding effect on a success.

Once per day, you can hurl the bloody boomerang and strike all targets in a 30-foot line. You make a single attack roll and apply the result to the Armor Class of each target.

All creatures struck by the bloody boomerang on this attack take damage as normal and suffer the bleeding wound effect.

Boomerang. This curved, flat wooden weapon can be wielded like a club or thrown. Crafters often carve or paint designs and images on a boomerang to individualize it. A boomerang’s aerodynamic design provides a greater range than most thrown weapons. Contrary to popular belief, these weapons do not return when thrown without the aid of magic.

Returning boomerangs are used for entertainment or to hunt birds by driving them into waiting nets.

  • Boomerang  (simple melee weapon) Cost 1 gp; Damage 1d6 bludgeoning; Weight 2 lbs.; Properties light, thrown (range 50/200)
Section 15: Copyright Notice

The Dragon’s Hoard #8 © 2021, Legendary Games; Jason Nelson, Miguel Colon, Robert J. Grady, Michael “solomani” Mifsud, Matt Kimmel, Scott D. Young, Mark Hart, and Jeff Ibach

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