Item: Splithead Bow

TypeWeapon
Level7
Rarity
Uncommon
Base ItemLongbow
CategoryMartial
GroupBow
Damage1d8 piercing
Price360 gp
UsageHeld in two hands

This +1 striking Hauling longbow is lined with the flesh of a fallen hydra and ornate carvings on the grip that depict the hydra's number of heads it had before it was slain. When you wield the bow in combat, you regain 2 Hit Points at the start of each of your turns.


Activate—Two-Headed Arrow 2 (manipulate)

Effect You imbue your arrow with the properties of a hydra, splitting it in two and sending each at a different foe. Make two ranged Strikes, each against a separate target. Both targets must be in your line of sight, and within 50 feet of you. Both Strikes count toward your multiple attack penalty, but the penalty doesn't increase until after you've made both attacks. Additionally, after using this ability, you do not regain Hit Points from wielding the bow on your next turn.


Activate—Five-Headed Arrow 2 (manipulate)

Frequency once per day

Effect You make a powerful Strike propelled by the ferocity of a hydra at a target within your first range increment. If your Strike is successful, the arrow deals damage as normal and then passes through the target, splitting into four pieces. Choose four other targets within 30 feet of the original target and make a single ranged Strike with your multiple attack penalty, comparing the result to each secondary target's AC. After using this ability, you do not regain Hit Points from wielding the bow until after your next daily preparations.


Craft Requirements The initial raw materials must include the flesh from a severed head of a hydra.


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.

Bow: If the target of the critical hit is adjacent to a surface, it becomes stuck to that surface by the missile. The target is immobilized until it succeeds at an Interact action and a DC 10 Athletics check to pull the missile free. The target doesn't become stuck if it is incorporeal, liquid, or could otherwise escape without effort.


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