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Nyrulna
Nyrulna is a legendary, +3 trident that can be thrown to create an explosion that deals Thunder damage in an area. It grants additional movement speed and jump distance and will return to the wielder after being thrown.
![Description Icon.png](/w/images/thumb/5/5b/Description_Icon.png/24px-Description_Icon.png)
The forgemaster Lirrico designed this weapon for the champion of the wind goddess Akadi. A key component in the forging was his home city's wind, and for a year after the weapon was made, no wind blew there at all.
Properties
- One-handed damage
1d6 + 3 (4~9) + Strength modifier
Piercing
- Two-handed damage
1d8 + 3 (4~11) + Strength modifier
Piercing
- Extra damage
1d6 (1~6)
Thunder
- Details
Rarity: Legendary
Enchantment: + 3
Versatile
Thrown
Dippable
Melee: 1.5 m / 5 ft
Weight: 1.8 kg / 3.6 lb
Price: 840 gp
UID
MAG_TheThorns_TridentUUID
daf0be7f-87d9-448a-b94e-471ffec40ac5
Special
The holder of this item gains:
- Zephyr Connection
- This weapon will return to your hand when thrown. You cannot be forced to drop the trident. When thrown, the weapon creates an explosion that deals 3d4
Thunder damage in a
6 m / 20 ft blast centered on the target.
- Veil of the Wind
- You gain a +
3 m / 10 ft bonus to movement speed and jump distance. Equipping this weapon gives you Immunity to falling damage.
- This object shines with a glowing light in a radius of
6 m / 20 ft.
Weapon actions
If you have proficiency, equip in main hand to gain:
Piercing Strike (
)
Stab an enemy and possibly inflict .
Maiming Strike (
)
Possibly your target. They can't move.
Special weapon actions
This weapon also grants the following:
Zephyr Flash (
)
Rush forward, creating an air vortex that blasts foes and possibly inflicts .
Zephyr Break (
)
Zephyr Break imitates the effects of the spell
while dealing thunder damage.
Where to find
- Jungle: Found in a DC20 locked Painted Chest after Akabi in the Circus of the Last Days teleports you to the Jungle, after you win the jackpot. X: -1511 Y: -1522
Notes
- The explosion caused by Zephyr Connection happens whenever a thrown attack is made, even if the attack misses. However, it does not happen if the weapon is thrown on the ground without targeting something. An actual attack roll must be made. BE WARNED, this can harm your party members.