True Name Tetherhook (Legendary)

The Illrigger Revised p. 38 (Third Party),

Type
Melee Weapon
Magic
Yes
Rarity
legendary (requires attunement by an illrigger)
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.

This weapon is ornately decorated with elegant details in brimstone and obsidian. It smells of iron and incense. When you attune to this weapon, you must whisper your true name to it. The name sears across the weapon in Infernal runes, then fades. The typical True Name, an uncommon item, empowers an illrigger's Baleful Interdict. Whenever you roll an 18, 19, or 20 on your attack roll with this weapon and place a seal on a creature as part of the attack, you can place an additional seal on that creature. You gain a +3 bonus to attack and damage rolls made using the weapon, and the damage dealt by your seals increases by 3d6. In addition, when you reduce an enemy to 0 hit points, you can choose to regain two seals and gain temporary hit points equal to your illrigger level (no action required). Once you regain seals and gain temporary hit points in this way, you can't do so again until the following dusk.

"The weapon known as True Name is inseparable from the history of the Seven Cities. Whenever two devils entered into a deal with one another, the offeree of the contract would seal their true name into its ornamentations, then the blade would remain in the possession of the offerer. Should the offeree fail to uphold their end of the contract, the offerer would magically learn the name from the blade, thus gaining power over they who betrayed the sacred pact. Is there, thus, any blade with more potential? It is written that if an infernal soul could discover the true name of the weapon itself, they could draw from it every name sworn to it since the blade's creation. Imagine the power that individual would have over the Seven Cities. Imagine the proud devils who could do naught but fall to their knees. I have sought the blade's name for centuries. With luck, when I find it, its bearer will not know the power they wield, and it will be mine." — Infernal Chancellor Lazivos's personal writings

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 +3

weapon damage +3