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Ultramodern5 Redux

Xeno-Stranger (Bio)

Weapon

Rare

Guided, organic (20 shots)

D&D Firearm Rules

Check Weapon Properties for Guided & Organic properties

Weapon Properties

BIOWEAPONS


One feature of all bioweapons is their regenerative ammo.
Incapable of being reloaded, ammo is regenerated during combat or a short or long rest (the weapons either siphon energy from its user or ingest surrounding resources).
If you run out of ammunition during combat, you must finish a short or long rest before being able to use the weapon again.


To find one will either be incredibly unusual in a traditional setting or ordinary in an unusual setting. A biological weapon is not a creature possessing a natural deterrent a user is taking advantage of but rather a genetically designed organic machine whose only purpose is to act as a weapon.
Taking the “meta” route, any melee weapon can be renamed a “bone-blade,” and a traditional weapon can be repurposed to fire teeth or “bioplasma.” The weapons offered here are those that do not fall under any other description—ones that could not be rebranded from more traditional sources. All bioweapons have the organic property.



Xeno-Strangler


This weapon launches living ammunitionthat floats in the air and seeks out targets.
Upon impact, the creature affixes itself and delivers 1d6 poison damage at the beginning of the creatures turn until a successful DC 15 Strength check removes it.

Type Damage Damage Range
Simple Ranged 1d8 Acid 100/400ft

Cost: N¥ 20.000
Weight: 15lb.


Created by

FBF13.

Statblock Type

Item

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