Dustriders
Kibende Mageworks Gonga-Mata
Weapon
Rare
Mods
Accessories
Choke
Foregrip
Gas Piston
Magazine
Sight
Stock
Magazine Size: 12 (every 8d4 counts as one shot)
Special Maneuvers
Double Tap - Make two attack rolls against a single target within 20 feet without your Proficiency Bonus, dealing 8d4 Thunder damage for each successful attack. This counts as one Attack. Once you have used this maneuver, you may use it again after finishing a short or long rest.
Hounds of Zazi - Unleash the twelve thundering hounds of Zazi, the Kikongo god of thunder and lightning. As an Action, choose up to 12 targets you can see within 60 feet of you, and deal 1d4 Thunder damage to each of them. The hounds all strike simultaneously, and you can direct them to hit one target or several. Each target must make a Wisdom saving throw against a DC equal to 8 + your Proficiency Bonus + your Ability Modifier used with this weapon. On a failed save, a target is frightened for 1 minute. If the target ends its turn in a location where it doesn’t have line of sight to you, the target can make a Wisdom saving throw. On a successful save, the effect ends for that target. You may use this maneuver a number of times equal to your Proficiency Bonus per Long Rest.
Special Properties
Booming Presence - With every attack you make, you inflict fear by unleashing terrifying images. When you take the Attack action with this weapon, targets within 10 feet of you that can see or hear you must make a Wisdom saving throw against a DC equal to 8 + your Proficiency Bonus + your Ability Modifier used with this weapon. On a failed save, a target is Frightened until the start of your next turn. Any Frightened targets have disadvantage on their saving throws against this weapon's AOE attacks.
CQC - No disadvantage in melee range on attack rolls.
Heavy Rounds - Does double the rolled damage to Poise.
Magecraft Weapon - This weapon is enhanced through magic. Each attack deals an additional +2 damage. Fae targets take +2 damage. Inside an MEZ, this bonus does not apply and the weapon deals Piercing damage instead of Thunder damage.
Point Blank - Within 5 feet of the user, targets have disadvantage on Dexterity saving throws against the shotgun's effects but become the only target affected. Shotshell gains AP I or Sundering I properties when firing at point blank.
Spread Shot - Shotshell and other save munition types require a Dexterity save. The shotgun DC is equal to 8 + your Proficiency Bonus + your Dexterity Modifier.
Ammo Types: Shotshell (60ft. line, spread, knockback), Slug (60/120 range, AP II, single target), Dragon's Breath (30ft cone, fire, staggering)
Loading: Requires an Action to reload the magazine.
Jamming: On a critical failure, roll a 1D10, if it lands on a 1, the weapon is jammed and requires a bonus action (D&D5E) or an action point (PF2E) to clear the jam (Only while using slugs)
Handling: 2-handed
A custom-designed, automatic magecraft shotgun that emits terrifying, booming visions when firing, frightening those on its business end. Like the Kibende Mageworks Buta-Mata, this weapon enhances its attacks with thunderous shockwaves. It is inlaid with depictions of Zazi, the Kikongo god of thunder and lightning, and his twelve hounds.
| Type |
Damage |
Damage |
Range |
| Martial Ranged |
8d4 |
Thunder |
60ft. |
Weight: 15lbs