Item: Hydra Head Club
This spine and skull of a slain hydra has been picked clean by a carrion bird and crafted into this +1 striking club. In addition to its normal traits, the hydra head club also has the modular P trait, as it can be manipulated to cause the jaws to spring open. Even in death, its head twitches independently. The creature's famed regenerative powers are still present, despite the creature's death; if damaged, the hydra head club repairs itself at the rate of 1 Hit Point per minute, unless it has been completed destroyed.
Activate—Reactive Snap F (attack)
Frequency once per day
Trigger You attempt a Strike as a Reaction
Effect The hydra head club snaps with a momentary burst of its former glory. Your Strike attempt deals an additional 1d6 damage. If your Strike misses, the activation does not count against the hydra head club's activation frequency.
Craft Requirements You must supply a skull and spine of a hydra when crafting this weapon.
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.
Thrown: You can throw this weapon as a ranged attack; it is a ranged weapon when thrown. You add your Strength modifier to damage as you would for a melee weapon. When this trait appears on a melee weapon, it also includes the range increment. Ranged weapons with this trait use the range increment in the weapon’s Range entry.
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.
Related Items
| Name | Level | Rarity | Damage |
|---|---|---|---|
| Habu's Cudgel | 8 | Unique | 1d6 |
| Nightmare Cudgel | 11 | Uncommon | 1d6 |
| Stargazer | 14 | Uncommon | 1d6 |
| Club | - | Common | 1d6 |
| Cane of the Maelstrom | 22 | Unique | 1d6 |
| Hunter's Dawn | 23 | Unique | 1d6 |
| Mindrender Baton | 15 | Rare | 1d6 |
| Accursed Staff | 6 | Common | 1d4 |
| Fluid Form Staff | 6 | Common | 1d4 |
| Guardian Staff | 6 | Common | 1d4 |
| Librarian Staff | 6 | Common | 1d4 |
| Lyrakien Staff | 6 | Common | 1d4 |
| Ringmaster's Staff | 6 | Uncommon | 1d4 |
| Staff of Control | 6 | Common | 1d4 |
| Staff of Elemental Power | 6 | Common | 1d4 |
| Staff of Final Rest | 6 | Uncommon | 1d4 |
| Staff of Impossible Visions | 6 | Uncommon | 1d4 |
| Staff of Metal | 6 | Common | 1d4 |
| Staff of Phantasms | 6 | Common | 1d4 |
| Staff of Protection | 6 | Common | 1d4 |