This magic ammunition is meant to slay creatures of a particular type, which the DM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one.
After dealing its extra damage to a creature, the ammunition becomes nonmagical.
| 1d100 | Creature Type |
|---|---|
| 01-10 | Aberrations |
| 11-15 | Beasts |
| 16-20 | Celestials |
| 21-25 | Constructs |
| 26-35 | Dragons |
| 36-45 | Elementals |
| 46-50 | Humanoids |
| 51-60 | Fey |
| 61-70 | Fiends |
| 71-75 | Giants |
| 76-80 | Monstrosities |
| 81-85 | Oozes |
| 86-90 | Plants |
| 91-00 | Undead |
Crossbow bolts are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Bolts are typically stored in a Crossbow Bolt Case (bought separately).