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.
Modular: The weapon has multiple configurations that you can switch between using an Interact action. Typically, switching between configurations of a modular weapon allows it to deal different types of damage (listed in the trait, such as “modular B, P, or S”), though it's possible for a modular weapon's description to list more complicated configurations.
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 | Price | Damage |
|---|---|---|---|---|
| Habu's Cudgel | 8 | Unique | 415 gp | 1d6 |
| Nightmare Cudgel | 11 | Uncommon | 1000 gp | 1d6 |
| Stargazer | 14 | Uncommon | 6500 gp | 1d6 |
| Club | - | Common | - | 1d6 |
| Cane of the Maelstrom | 22 | Unique | - | 1d6 |
| Hunter's Dawn | 23 | Unique | - | 1d6 |
| Mindrender Baton | 15 | Rare | 6500 gp | 1d6 |
| Accursed Staff | 6 | Common | 250 gp | 1d4 |
| Fey Staff | 6 | Common | 225 gp | 1d4 |
| Fluid Form Staff | 6 | Common | 230 gp | 1d4 |
| Guardian Staff | 6 | Common | 250 gp | 1d4 |
| Librarian Staff | 6 | Common | 225 gp | 1d4 |
| Lyrakien Staff | 6 | Common | 255 gp | 1d4 |
| Quotidian Staff (Greater) | 6 | Common | 215 gp | 1d4 |
| Ringmaster's Staff | 6 | Uncommon | 230 gp | 1d4 |
| Staff of Control | 6 | Common | 230 gp | 1d4 |
| Staff of Elemental Power | 6 | Common | 230 gp | 1d4 |
| Staff of Encroaching Shadows | 6 | Uncommon | 230 gp | 1d4 |
| Staff of Final Rest | 6 | Uncommon | 240 gp | 1d4 |
| Staff of Impossible Visions | 6 | Uncommon | 230 gp | 1d4 |