Item: Catoblepas Maul

TypeWeapon
Level13
Rarity
Uncommon
Base ItemMaul
CategoryMartial
GroupHammer
Damage1d12 bludgeoning
Price2800 gp
UsageHeld in two hands
PublicationPathfinder Howl of the WildRemaster

The putrid stench emanating from the catoblepas antlers adorning this +2 greater striking Greater Crushing maul interferes with your sense of smell. While wielding this weapon, you gain a +2 item bonus to saves against olfactory effects.


Activate—Vile Stench 1 (manipulate, olfactory)

Requirements Your last action was a successful Strike with the catoblepas maul

Effect The target must succeed at a DC 30 Fortitude save or become Sickened 1 (plus Slowed 1 for as long as it's sickened on a critical failure). A creature that succeeds at its save becomes temporarily immune to Vile Stench for 1 minute.


Craft Requirements The initial raw materials must include antlers from a catoblepas.


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.

Poison: An effect with this trait delivers a poison or deals poison damage. An item with this trait is poisonous and might cause an affliction.

Shove: You can use this weapon to Shove 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 Shove 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.

Hammer: The target is knocked prone unless they succeed at a Fortitude save against your class DC.


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