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Shattered Flail: Difference between revisions

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* {{Concussive Smash}}
* {{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]].
| special =
| special =
* '''Yeenoghu's Gift:''' Hitting an enemy with this weapon heals the wielder for {{DamageText|1d6|Healing}} - but they can go '''Mad''' if they don't continue hitting an enemy each turn.
* '''Yeenoghu's Gift:''' Hitting an enemy with this weapon heals the wielder for {{DamageText|1d6|Healing}} - but they can go '''Mad''' if they don't continue hitting an enemy each turn.

Revision as of 05:46, 2 July 2023

Shattered Flail image

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.

Description Icon.png

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
D6 Bludgeoning.png 1d6 + 2 (3~8) + Strength modifier Damage TypesBludgeoning
Details
Maces Maces
Rarity: Rare
Enchantment: + 2
 One-Handed
Dippable 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
  • See Notes and Trivia for mechanical explanation and other notes.

Where to find

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.