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Shattered Flail: Difference between revisions
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| weight lb = 3.6 | | weight lb = 3.6 | ||
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| actions = | | weapon actions = Concussive Smash | ||
| where to find = <!-- Describe where and how to obtain the weapon, if it's a special one. --> | | where to find = <!-- Describe where and how to obtain the weapon, if it's a special one. --> | ||
* Dropped by the [[Flind]], 'leader' of the group of [[Gnoll]]s attacking the Zhentarim caravan on [[The Risen Road]]. | * Dropped by the [[Flind]], 'leader' of the group of [[Gnoll]]s attacking the Zhentarim caravan on [[The Risen Road]]. |
Revision as of 02:19, 2 August 2023
Shattered Flail is a rare Mace with a +2 Enchantment that heals the wielder when they hit an enemy - at the cost of potentially going mad when they stop attacking.
A bundle of bones and blood - and a soul-piercing demonic presence - is all that remains of the Flind's flail. It would make a decent mace with a particularly nasty bite.
Properties
- Damage
- 1d6 + 2 (3~8) + Strength modifier Bludgeoning
- Details
- Rarity: Rare
- Enchantment: + 2
- One-Handed
- Dippable
- Melee: 1.5 m / 5 ft
- Weight: 1.8 kg / 3.6 lb
- Price: 480 gp
Special
The holder of this item gains:
- Yeenoghu's Gift: Hitting an enemy with this weapon heals the wielder for 1d6hit points - but they can go Mad if they don't continue hitting an enemy each turn.
- Mad: Hostile to everyone in the vicinity.
- Duration: 1 turn
- Mad: Hostile to everyone in the vicinity.
- See Notes and Trivia for mechanical explanation and other notes.
Weapon actions
If you have proficiency, equip in main hand to gain:
- Concussive Smash ()
Hit an enemy with all your might to deal damage and possibly them.
Where to find
- * Dropped by the Flind, 'leader' of the group of Gnolls attacking the Zhentarim caravan on The Risen Road.
Notes and Trivia
- After hitting a creature with the Shattered Flail, the wielder gains Yeenoghu's Gift for 6 turns. For the duration, they must succeed a DC 12 Wisdom saving throw at the end of any turn on which they do not hit an enemy, or go Mad for 1 turn.
- As of Early Access Patch 9, the Saving Throw rolls made by the wielder of this weapon do not appear in the combat log until or unless one of them fails, which may lead one to mistakenly believe the weapon is less risky than it actually is.
- While Mad, the wielder is uncontrollably hostile to all nearby creatures, including allies, and will use any and all tools at their disposal to inflict harm. This could include using powerful Ammunition or Consumables from their inventory, casting high level Spells, or shoving allies to their deaths.