Weapon (flail), legendary (requires attunement)

Upon killing a Flind the Yeenoghu’s Kin flail will remain for the killer to keep. Each flail gives off 5 ft. of dim light.

The Yeenoghu’s Kin flail counts as a +3 flail while you are attuned to it. In addition to the damage dealt upon hitting a target using the flail, you can use one of it's three properties

- force the target to make a DC 16 Wisdom saving throw. On a failed save, The target must make a melee attack against a random target on their turn.  If it has no targets within its reach even after moving, it loses its action on that turn.

- force the target to take psychic damage (4d10)

- force the target to make a DC 16 Constitution saving throw. On a failed save, The target is  paralyzed until the end of its next turn.

Each of those abilitys can be use once a day

Yeenoghu’s Kin

While attuned to this weapon, Gnolls , Hyenas and other servants of Yeenoghu, such as demonic Shoosuvas, treats you with respect and fear. They are not automatically hostile toward you, but will defend themselves if attacked.

 

Sentience

The Flind’s Flail is a sentient chaotic evil weapon with an Intelligence of 15, a Wisdom of 13, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet.

 

The weapon communicates telepathically with its wielder and can speak, read, and understand Common and Gnoll.

 

Cursed

The flail bears a curse that affects any non-gnoll that becomes attuned to it. Even if the attunement ends, the curse remains. With each passing day, the creature’s physical appearance and stature become more gnolllike. After seven days, the creature looks like a typical gnoll, but the creature neither loses its racial traits nor gains the racial traits of a gnoll. The physical changes wrought by the flail aren’t considered magical in nature (and therefore can’t be dispelled), but they can be undone by a greater restoration. As long as you remain cursed, you are unwilling to part with the flail, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.

 

 

Proficiency with a Flail allows you to add your proficiency bonus to the attack roll for any attack you make with it.


This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

Notes: Bonus: Magic, Damage, Combat, Sap

Item Tags: Damage Combat

Rhapsodyus

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