Item: Ankylostar

TypeWeapon
Level13
Rarity
Uncommon
Base ItemMorningstar
CategorySimple
GroupClub
Damage3d6 bludgeoning
Price2800 gp
UsageHeld in one hand
PublicationPathfinder #154: Siege of the Dinosaurs

This hefty spiked club is made from the fossilized tail-club of a young ankylosaurus. It can be wielded as a +2 greater striking morningstar.


Activate A command


Effect The ankylostar grows and transforms into a +2 greater striking greatclub, but it retains the versatile (piercing) trait of a morningstar. While in this form, the ankylostar has Bulk 2 and requires two hands to wield. It can be returned to its morningstar form with another 1-action command.


Activate 2 command, Interact

Frequency once per day

Requirements The ankylostar is in its greatclub form


Effect The ankylostar's length extends as you swing the club in a wide arc. You Strike up to three creatures in a 15-foot cone; this counts as one attack for the purpose of calculating your multiple attack penalty. Alternatively, you Shove up to three creatures in a 15-foot cone, rolling a separate Athletics check for each creature.


Trait Effects

Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.

Versatile: A versatile weapon can be used to deal a different type of damage than its listed type. This trait indicates the alternate damage type. For instance, a piercing weapon with versatile S can deal piercing or slashing damage. You choose the damage type each time you attack.


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.

Club: You knock the target away from you up to 10 feet. This is forced movement.


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