Item: Giant Squid Lash

TypeWeapon
Level10
Rarity
Uncommon
Base ItemWhip
CategoryMartial
GroupFlail
Damage1d4 slashing
Price750 gp
UsageHeld in one hand
PublicationPathfinder Howl of the Wild

Three dried tentacles from a giant squid studded with pufferfish spines have been twisted together to form this robust +1 Wounding whip. With a clever flick of the wrist, they can be unfurled into a deadly arc of poisonous barbs.


Activate—Poison Barrage 2 (manipulate)

Frequency once per hour

Effect You lash out with the whip's three tentacles in a 15-foot cone. Each creature inside the cone must attempt a DC 27 Basic Fortitude save or take 4d6 poison damage. On a critical failure, the creature also takes 1d6 persistent,poison damage.


Craft Requirements The initial raw materials must include three tentacles from a giant squid.


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.

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.

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.


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