Page 135 - The Griffon's Saddlebag - Book One [Compressed] (1)
P. 135

A swing and a smack,
                   they’re taken aback.
                   Again they attack,
                   but are met with a thwack.


                                                                                                                        A

                                                                                                                        B B
                                                                                                                       C

                                                                                                                       D
                                                                                                                        E

                                                                                                                        F
                         Thwackstaff
                                                                                                                       G
                                                                                                                       H

                                                                         Thunderous Flail                               I I
                                                                                                                        J J

                                                                                                                       K K

                                                                                                                        L
               Each weapon option has a unique property:          Thunderous Flail
               Dagger. When you throw this weapon, only the blade                                                      M
              is thrown from the rose hilt. Hit or miss, when the blade   Weapon (flail), rare (requires attunement)
              reaches its target, it erupts into a burst of thorns. The target   This flail has 3 charges and regains 1d3 expended charges   N N
              and up to 3 other creatures of your choice within 10 feet of it   each day at dawn. You can expend 1 charge to cast the thun-
              must succeed on a DC 17 Dexterity saving throw or take 1d4 +   derwave spell (save DC 15). The ball of the flail is the origin of   O
              2 piercing damage.                                  the spell. As long as the flail has at least 1 charge, you deal an   P
               Rapier. When you roll a 20 on an attack roll with this   extra 1d6 lightning damage to the first target you hit with it
              weapon, the blade’s thorns eviscerate the inside of the   on each of your turns.                         Q Q
              target and deal an extra 3d4 piercing damage. If the target   If you make a melee attack using the flail, you can immedi-
              was a Large or smaller creature, it must also make a DC   ately expend 1 charge to cast thunderwave as a bonus action in   R
              17 Constitution saving throw. On a failure, its hit point   the direction of your last attacked target.
              maximum is reduced by the amount of damage dealt by the   The ball of the flail is attached to the chain with a powerful   S
              attack. On a success, it’s reduced by half the amount instead.   magnetic connection that can be released at will. You can
              Once the creature completes a short or long rest, its hit point   make a ranged attack using the flail by releasing the ball   T T
              maximum is restored.                                mid-swing. This attack has a normal range of 20 feet and long
               Shortsword. The first creature hit by this weapon on each   range of 60. Strength is your ability modifier for this attack.   U U
              of your turns must make a DC 17 Constitution saving throw.   While the ball is within 60 feet of you, you can magnetically
              On a failed save, a creature takes an extra 1d6 poison damage   pull it back up to 20 feet towards you as a bonus action. It   V V
              and is poisoned until the end of its next turn.     magically reattaches itself to the chain when it enters the
               Whip. When you hit a Medium or smaller target with this   same space as you.                            W W
              weapon, you can attempt to grapple it with the whip. When   While the ball is detached, you can still use the flail to cast
              you do, the target must succeed on a DC 17 Strength saving   thunderwave. When you do, the spell’s area of effect becomes   X X
              throw or be grappled by viny whip. A grappled target takes   a 10-foot radius sphere centered on the ball.
              1d4 piercing damage from the whip’s thorns at the start of                                                Y Y
              each of its turns until it’s freed. A creature can use its    Thwackstaff
              action to make a DC 17 Strength check, freeing itself or                                                  Z Z
              another creature within its reach on a success. The whip   Weapon (quarterstaff), uncommon (requires attunement)
              breaks off from the hilt when you successfully grapple a   This festive quarterstaff is decorated with ribbons and other
              target in this way, allowing you to move freely while the   glittering elements. It is perfectly balanced and seems to be
              target remains grappled.                            made to perform with. This magic quarterstaff has the finesse
                                                                  property and grants you a +1 bonus to Charisma (Perfor-


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              PART I   MAGIC ITEMS
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