Item: Chimera Flail

TypeWeapon
Level9
Rarity
Uncommon
Base ItemWar Flail
CategoryMartial
GroupFlail
Damage1d10 bludgeoning
Price700 gp
UsageHeld in two hands
PublicationPathfinder Howl of the Wild

The three spiked heads of this +1 striking war flail are fashioned to resemble the heads of a chimera. Preserved fragments of bone from the creature are fused with the metal of each head, replacing the typical weight at the end of the chain. Each head has been shrunk and preserved for use. You can have only one head slotted at a time and can use only the ability of the currently slotted head, while the other two hang off the pommel. Switching between heads requires an Interact action.


Dragon This head does piercing damage instead of the normal bludgeoning damage, plus 1 damage type based on the magical tradition of the chimera's dragon head. (Arcane force; Divine spirit; Occult mental; Primal acid, cold, electricity, fire, sonic, or poison, chosen at item creation)

Activate—Bursting Breath 1 (concentrate)

Frequency once per 10 minutes

Requirements your last action was a successful Strike

Effect You tap into the residual energy of the dragon head and release it as a small breath explosion. This does 2d6 untyped damage of the dragon's additional damage type in a 10-foot burst centered around one corner of the space the target occupies. After using this, the dragon head attachment loses its additional damage type. You can spend 10 minutes to rest and recharge the head.


Lion This head does piercing damage instead of the normal bludgeoning damage, plus 1 additional precision damage if the target is Off Guard.

Activate—Pouncing Whirl 2 (concentrate)

Frequency once per 10 minutes

Requirements you have not made an attack this turn

Effect You tap into the predator speed of a lion. You Stride up to half your Speed and make a Strike against a target. If that creature is within reach of an ally, regardless if they would normally provide flanking or not, that creature is considered off-guard to your Strike. Your additional precision damage against an off-guard creature increases to 1d4. After using this, the lion head loses its additional precision damage. You can spend 10 minutes to rest and recharge the head.


Goat If your last action was to Stride at least half your Speed, this does an additional 1d4 force damage.

Activate—Charging Horns 3 (concentrate)

Frequency once per 10 minutes

Effect You swing the hammer around with the full force of a charging ram. Make a Strike against up to three enemies within your reach. The first two Strikes are at your current attack bonus, and the third is with the normal attack penalty. On a successful hit, the target takes an additional 1d6 force damage and is pushed back 5 feet, or 10 feet on a critical hit. After using this, the goat head loses its additional force damage. You can spend 10 minutes to rest and recharge the head.


Craft Requirements The initial raw materials must include all three heads from a chimera.


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.

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.

Sweep: This weapon makes wide swinging attacks. When you attack with this weapon, you gain a +1 circumstance bonus to your attack roll if you already attempted to attack a different target this turn using this weapon.

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.


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