This long chained flail is an atypical weapon of an elite Illithid warrior, made from an alien metal with strange electromagnetic properties awakened through psionic enforcement. You gain a +2 bonus to attack and damage rolls made with this weapon, and an extra +2 to attack and damage rolls made against creatures wearing metal armor or wielding a metal shield. In addition, while you are attuned to this weapon, you gain resistance to lightning damage and once a round it deals an extra 2d6 lightning damage to any target it hits.
This flail has 13 charges for the following properties. It regains all expended charges after a long rest.
- Equal Repulsion (1 charge): When you activate this ability as a bonus action, this flail’s chain goes taught through magnetic repulsion between the handle and the flail head. When activated in this way, this flail gains the statistics of a warhammer, gaining the versatile property and thus can function as a two handed weapon. This effect lasts for 1 minute. If this ability is already active when you use it, the flail returns to its flail form.
- Conductive Strike (Hammer form only) (2 charges): When you use this ability as part of an attack action, you deal an extra 4d6 lightning damage to the target of the attack and 2d6 lightning damage to any enemy within 10 feet of the original target. If this attack misses, you take 2d8 psychic damage.
- Magnetized Strikes (Flail form only) (2 charges): When you activate this ability as a bonus action, the flail gains the reach property and now has a range of 10 feet as the chain extends to allow more powerful magnetic attraction. In addition, all attacks made against creatures with metal armor, or wielding metal shields are made with advantage. This effect lasts for 1 minute.
- Charged Field (3 charges): Each creature wearing metal armor within a 20-foot cube originating from you must succeed on a DC 18 Strength saving throw, or suffer the following effects for 1 minute:
An affected creature’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions.
A creature affected by this ability makes another Strength saving throw at the end of each of its turns. On a successful save, the effect ends for it.
- Repulsion Field (3 charges): Each creature wielding metal weapons or shields within a 20-foot cube originating from you must succeed on a DC 18 Strength saving throw, on a failed save a creature is disarmed and their weapon is launched 10 feet directly away from you.
- Magnetic Overload (Hammer form only) (5 charges): When you activate this ability as an action, you make one melee attack against a target. If this attack hits the target it must make a DC 18 Constitution saving throw or take an additional 8d6 lightning damage and become paralyzed until the end of their next turn. A target wearing metal armor or wielding a metal shield has disadvantage on this saving throw. If this attack misses, you take 4d8 psychic damage, and are stunned until the end of your next turn.
Additionally, when you roll a natural 20 on an attack roll with this weapon against a creature wearing metal armor, the creature is pushed 10 feet away from you if it is in hammer form, or pulled 10 feet toward you if it is in its flail form. However, if you roll a natural 1 with this weapon you take 2d6 psychic damage and are incapacitated until the end of your next turn.
An Illithid (or other creature with psionic capabilities) using this weapon is immune to any psychic damage or effects caused from natural 1’s or missed attacks. It can also use its Intelligence modifier instead of Strength for the attack and damage rolls of melee attacks using this weapon.
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, Resistance: Lightning, Paralyzed, Stunned, Incapacitated, Damage, Control, Buff, Debuff, Combat, Warding, Sap
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