Jaw Breakers Tetherhooks (Very Rare)

Heliana's Guide to Monster Hunting - Part One p. 488,

Type
Melee Weapon
Magic
Yes
Rarity
very rare (optional attunement)
Damage
1d8
Damage Type
piercing
Properties
alcance, especial, a dos manos, cuerpo a cuerpo

Description

A tetherhook is a hook attached to a chain or strap.

Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tarrasque. Their innate magic—and one of the reasons the tar-rasque's bite is so powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them. You gain a +2 bonus to attack and damage rolls you make with each of these magic weapons. These weapons deal piercing damage instead of their usual damage type.

Chomp: When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons, the attack you make with your second weapon deals an additional 1d8 damage.

Optional Attunement: You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to the number of magic items you can attune to. When you do so, the weapons gain the Swirling Dervish property while you are attuned to them.

OA: Swirling Dervish: Harnessing the power of the blades, you leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers, you can perform a magically-enhanced jump, attacking creatures you pass over. This jump has a maximum distance of 25 feet, is a straight line, must end in an unoccupied space, does not provoke attacks of opportunity, and each foot you clear on the jump costs one foot of movement. You can make one attack against a creature under you in each 5-foot space over which you jump. These attacks always alternate main-hand, then off-hand. For example, if you jumped over one Huge creature, you could make three attacks against it (the second one dealing Chomp's extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).

Special: Hookpull. As a bonus action immediately after you hit a target no more than one size larger than you with an attack using the tetherhook, you can attempt to hook the target using the tetherhook's reach. Make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, the target is hooked and can't move further away from you. A hooked creature is no longer hooked if you release the tether with both hands, but only one hand is required to keep a creature hooked. A hooked creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check. As part of the bonus action to hook the target, and as a bonus action on any of your subsequent turns while it remains hooked, you can pull the creature 5 feet closer to you. If the target is an object that isn't fixed in place and that weighs less than your push, drag, or lift capacity, you can pull it 5 feet closer to you as a bonus action after you hit it with an attack.

Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.

Two-Handed: This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

Modifiers

weapon attacks +2

weapon damage +2