Bane

A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. To randomly determine a weapon’s designated foe, roll on the following table.

d%Designated Foed%Designated Foed%Designated Foe
01–05Aberrations45–46Humanoids, gnome75–76Outsiders, chaotic
06–09Animals47–49Humanoids, goblinoid77–78Outsiders, earth
10–16Constructs50–51Humanoids, halfling79–80Outsiders, evil
17–22Dragons52–55Humanoids, human81–82Outsiders, fire
23–27Elementals56–57Humanoids, reptilian83–84Outsiders, good
28–32Fey58–60Humanoids, orc85–86Outsiders, lawful
33–39Giants61–65Magical beasts87–88Outsiders, water
40Humanoids, aquatic66–70Monstrous humanoids89–92Plants
41-42Humanoids, dwarf71–72Oozes93–96Undead
43-44Humanoids, elf73–74Outsiders, air97–100Vermin

Moderate conjuration; CL 8th; Craft Magic Arms and Armor, summon monster I; Price +1 bonus.