Six-Demon Gun (3.5e Equipment)


 * This page details a weapon with special rules for enhancing and using its magic properties; for more information, see Ray Weapons in Eberron.

==== Six-Demon Gun ====

A truly bizarre weapon, the six-demon gun is an experimental ray that never saw battlefield use. Only a few prototypes exist, locked away in magical vaults or lying unused in arcane laboratories. A six-demon gun is loaded with Khyber dragonshards containing bound fiends, and fires the fiends into its victims, allowing them to possess them. A six-demon gun can hold six ammunition shards at a time, and all six can be loaded into it as a move action. A six-demon gun fires an invisible ray through which a bound fiend may possess the target. If the ray hits, the target must save against possession, as per the rules on page 100 of the Eberron Campaign Setting. The save has a DC of 20. The possession follows the normal rules for fiendish possession. The possessing fiend is not under the wielder’s control, and may act as it chooses–which may include possessing the target as an ally to help it kills its wielder. The exact alignment and behavior of the fiend are left to the DM; their behavior tends to be erratic, but rarely overtly dangerous to the six-demon gun's wielder. The possessing fiends have the following (abridged) statistics:


 * Possessing Fiend
 * Size/Type: Medium Outsider (Evil, Extraplanar)
 * Hit Dice: 10d8
 * Abilities: Int 14, Wis 14, Cha 20
 * Skills: Bluff, Diplomacy, Hide (Mental), Intimidate, Knowledge (Arcana), Knowledge (The Planes), Sense Motive
 * Alignment: Any Evil

The fiends bound in the ammunition shards are not proper demons, but rather shards of fiendish essence created by binding and torturing an evil extraplanar being and shattering its essence into smaller shards. They are incapable of existence outside of a Khyber dragonshard or their possessed victim. If forced out of either, they are immediately destroyed. Khyber dragonshards must be forged separately from the six-demon gun to be used as ammunition. Once a shard has been used, its energy is expended, rendering it useless.

Six-Demon Gun: Strong Conjuration, CL 11th. Craft Magic Arms and Armor, Craft Wondrous Item, planar binding. Cost 2,500 gp + 200 xp. Price Cost::5,000 gp. Weight 1 lbs.

Ammunition Shards (6): Strong Conjuration, CL 11th. Craft Magic Arms and Armor, Craft Wondrous Item, planar binding. Cost 15,000 gp + 1,200 xp. Price 1,500 gp (Cost::250 gp per shard).