Item: Alghollthu Lash
This fleshy +1 striking whip is obviously crafted from the tentacle of some fearsome beast, likely an alghollthu, and constantly drips slime.
Activate 1 command
Frequency once per day
Effect The next creature you successfully Strike with this weapon is exposed to alghollthu slime.
Alghollthu Slime (curse, occult)
Saving Throw DC 25 Fortitude
Stage 1 no ill effect (1 round)
Stage 2 the victim's skin softens, making the creature Drained 1 (1 round)
Stage 3 the victim's skin transforms into a clear, slimy membrane, making it Drained 2 until the curse ends; every hour this membrane remains dry, the creature's drained condition increases by 1 (permanent). A remove disease spell can counteract this curse, but immunity to disease offers no protection against it.
Craft Requirements The initial raw materials must include a tentacle from an alghollthu.
Trait Effects
Disarm: You can use this weapon to Disarm with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item.
Finesse: You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still calculate damage using Strength.
Nonlethal: Attacks with this weapon are nonlethal, and are used to knock creatures unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a –2 circumstance penalty.
Reach: This weapon can be used to attack enemies up to 10 feet away instead of only adjacent enemies. For creatures with reach, the weapon increases their reach by 5 feet.
Trip: You can use this weapon to Trip with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Trip using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Critical Specialisation Effects
Certain effects can grant you benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialisation effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialisation effect of your weapon.
Flail: The target is knocked prone unless they succeed at a Reflex save against your class DC.
Related Items
| Name | Level | Rarity | Damage |
|---|---|---|---|
| Alghollthu Whip | 7 | Uncommon | 1d4 |
| Branch of the Great Sugi | 7 | Rare | 1d4 |
| Lady's Spiral | 7 | Uncommon | 1d4 |
| Slime Whip | 7 | Uncommon | 1d4 |
| Vine Whip | 8 | Common | 1d4 |
| Whip of Compliance | 9 | Uncommon | 1d4 |
| Giant Squid Lash | 10 | Uncommon | 1d4 |
| Whip | - | Common | 1d4 |
| Bladed Scarf | - | Uncommon | 1d6 |
| Scorpion Whip | - | Uncommon | 1d4 |
| Chain of Command | 6 | Uncommon | 1d8 |
| Constricting Meteor | 8 | Uncommon | 1d8 |
| Soul Chain | 6 | Rare | 1d8 |
| Vine of Roses | 9 | Uncommon | 1d8 |
| Meteor Hammer | - | Common | 1d8 |
| Scourge | - | Common | 1d4 |
| Spiked Chain | - | Uncommon | 1d8 |
| Torag's Silver Anvil | 18 | Uncommon | 1d8 |
| Venom Lash | 7 | Uncommon | 1d6 |
| Chimera Flail | 9 | Uncommon | 1d10 |