Terrorasque Glaives (Very Rare)
Heliana's Guide to Monster Hunting - Part One p. 489,
- Type
- Melee Weapon
- Magic
- Yes
- Rarity
- very rare (requires attunement)
- Weight
- 6
- Damage
- 1d10
- Damage Type
- slashing
- Properties
- pesada, alcance, a dos manos, cuerpo a cuerpo
Description
From the fossilised teeth of a tar-rasque is extracted the magic of rage and ferocity. Upon attuning to this weapon, you gain the ability to unleash terrifyingly monstrous roars and swing the enormous, bone-handled blade with astounding aggression. You gain a +2 bonus to attack and damage rolls you make with this magic weapon. This weapon has 7 charges and regains 1d6 + 1 charges daily at dawn.
Ferocious Blow: As an action, you can expend 1 charge to call upon the spirit of the tar-rasque and make a mighty swing with this weapon. If the attack hits, roll five times as many damage dice for the weapon as normal for this attack. This dice multiplication does not affect additional damage from abilities such as smite or sneak attack, and is unaffected by critical hits. If the attack misses, you fall prone and your speed is reduced to 0 feet until the start of your next turn.
Terrorise: As a bonus action, or as part of the bonus action you use to activate the Rage class feature, you can brandish the terrorasque, amplifying your yell with that of a tar-rasque's. Each hostile creature within 60 feet of you that can hear you must succeed on a DC 16 Wisdom saving throw or be frightened of you for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect for itself on a success. After you use this property, you can't do so again for 1 hour.
Tar Strike: As an action, you can mentally command this weapon to ooze tar, expending 1 charge as you make one attack against a creature with it. On a hit, the target suffers the weapon attack's normal effects and is restrained for 1 minute. The creature can use its action to make a DC 16 Strength check, ending the restrained condition on a success.
Heavy: Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.
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 when you attack with it.
Proficiency: martial, glaive Source: Heliana's Guide to Monster Hunting - Part One p. 489, Player's Handbook (2014) p. 149
Modifiers
weapon attacks +2
weapon damage +2