Item: Nightmare Cudgel

TypeWeapon
Level11
Rarity
Uncommon
Base ItemClub
CategorySimple
GroupClub
Damage1d6 bludgeoning
Price1000 gp
UsageHeld in one hand
PublicationPathfinder #161: Belly of the Black WhaleLegacy

Crafted from polished wood, this seemingly mundane +1 striking Club comes with a red leather strap near the handle. The mere sight of the cudgel in a guard's hand fills prisoners with dread.

Good creatures are Enfeebled 2 while carrying, wielding, or wearing this item crafted by the sea-witches.


Activate 2 Interact (emotion, mental)

Frequency once per day


Effect You initiate an intimidating walk, thumping the cudgel menacingly against your palm. As part of activating this item, you can Stride twice. For the next minute, whenever you successfully Strike a creature with the nightmare cudgel, you can use a free action to attempt an Intimidation check to Demoralize the struck creature.


Trait Effects

Invested: A character can invest only 10 magical items that have the invested trait. None of the magical effects of the item apply if the character hasn’t invested it, nor can it be activated, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off their head).

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.


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Zombie Staff (Greater)11Common1200 gp1d4
Accursed Staff (Greater)10Common900 gp1d4
Animal Staff (Major)12Common1900 gp1d4
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