Item: Venom Lash

TypeWeapon
Level7
Rarity
Uncommon
Base ItemFlail
CategoryMartial
GroupFlail
Damage1d6 bludgeoning
Price350 gp
UsageHeld in one hand
PublicationPathfinder #208: Hoof, Cinder, and Storm

With careful alchemical treatments, orc weaponsmiths can enhance the durability and flexibility of giant scorpion tails to create multi-headed +1 striking flails. Additional enchantments allow the stingers to generate their own venom. When you would apply this flail's critical specialization, you can instead deal 1d6 persistent,poison damage to the target. You gain an item bonus to the persistent poison damage equal to the weapon's item bonus to attack rolls.

Activate—Envenom 1 (manipulate, poison)

Frequency once per day


Effect You temporarily fill the flail's stingers with venom. The next successful Strike you make with it before the end of your next turn deals 2d6 persistent,poison damage to the target. If the Strike critically succeeds and if you would apply persistent poison damage with this weapon's alternate critical specialization, you combine the two effects to deal 3d6 persistent,poison damage to the target.


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.

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.

Poison: An effect with this trait delivers a poison or deals poison damage. An item with this trait is poisonous and might cause an affliction.

Sweep: This weapon makes wide swinging attacks. When you attack with this weapon, you gain a +1 circumstance bonus to your attack roll if you already attempted to attack a different target this turn using this weapon.

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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