You have a +1 bonus to attack and damage rolls made with this magic flail. On a hit, the wielder may choose to employ one of the following effects.
Flail of Chaos. The target must make a DC 16 Wisdom saving throw. On a failed save, the target must use its reaction, if available, to make one melee attack against a random creature, other than the wielder, within its reach. If there’s no creature within reach, the target instead moves half its speed in a random direction.
Flail of Pain. Add 1d8 psychic damage to the attack.
Flail of Paralysis. The target must succeed on a DC 16 Constitution saving throw or be paralyzed until the end of its next turn.
Curse. This flail is cursed, and becoming attuned to it extends the curse to you. 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. This can be removed with a remove curse spell.
You begin to hear yipping and cackling in your dreams, and a snarling voice you cannot understand. You gain disadvantage on any Persuasion or Deception roll involving non-gnolls. For every week you're attuned to the flail, make a DC 10 wisdom check, with one added to the DC for each subsequent week. On a failed save, you gain a transformation token. Once you acquire three tokens, you rapidly transform into a flind, a gnoll servant of Yeenoghu. Only a wish spell can counteract this transformation.
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
Previous Versions
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