Headbanger Lute Greatclub (Very Rare)
Heliana's Guide to Monster Hunting - Part One p. 450,
- Tipo
- Arma cuerpo a cuerpo
- Mágico
- Sí
- Rareza
- very rare (requires attunement)
- Peso
- 10
- Daño
- 1d8
- Tipo de daño
- contundente
- Propiedades
- a dos manos
Descripción
The shapechanging abilities of the mimic infuse this musical instrument, a lute, with the propensity to subtly alter its shape and produce excellent acoustics. It also exudes a corrosive acid that can be a useful addition when the musician's plan to charm a foe with a sweet serenade doesn't go to plan. This magic weapon deals an additional 1d8 acid damage to the first target that it hits on a turn. If you have proficiency with lutes, you're considered proficient with this weapon as well. The lute has the Club Music property.
Ventriloquism: As a bonus action while holding the lute, you can command it to mimic simple sounds it has been exposed to, such as a person whispering, swords clashing, or simple melodies. You can choose for the sounds to originate from any point within 30 feet of you that you can see. A creature that hears the sounds can tell they are imitations with a successful DC 16 Intelligence (Investigation) check.
Club Music: As an action while holding the lute, you can play one of two brief but powerful songs. Once a song has been played, you can't play that song again until the next dawn.
- 1. Panic! at the Tavern: You let loose a fast, chaotic melody that sows panic in the minds of your foes, forcing each creature of your choice within 15 feet of you that can hear you to make a DC 16 Wisdom saving throw. On a failed save, a creature takes 6d6 psychic damage and is frightened of you for 1 minute. On a success, a creature takes half as much damage and isn't frightened. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
- 2. Mithrallica: You unleash an ear-shattering power chord that blows your foes away, forcing each creature in a 25-foot cone to make a DC 16 Strength saving throw. On a failed save, a creature takes 6d6 thunder damage and is pushed 20 feet away from you, knocked prone, and deafened for 1 minute. On a successful save, a creature takes half as much damage and suffers no other effects. A creature can repeat this saving throw at the end of each of its turns, ending the deafened condition on itself on a success.
Two-Handed: This weapon requires two hands when you attack with it.
Proficiency: simple, greatclub Source: Heliana's Guide to Monster Hunting - Part One p. 450, Player's Handbook (2014) p. 149