Name | Dire Flail |
---|---|
Sorted Name | Flail, dire |
Family | Weapons |
Category | Exotic Weapons |
Subcategory | Two-Handed Melee Weapons |
Item Slot | Held |
Price | 90 gp |
Price as Gold Pieces | 90 |
Creation Cost | 90 gp |
Damage (Small) | 1d6/1d6 |
Damage (Medium) | 1d8/1d8 |
Critical Hit Threat Range | x2 |
Range Increment | - |
Damage Type | Bludgeoning |
Weight | 10 lb. |
Hardness | 10 |
Hitpoints | 10 |
Aura | No aura (nonmagical) |
Version | SRD |
Sources | System Reference Document |
Description: A dire flail is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a dire flail in one hand can't use it as a double weapon- only one end of the weapon can be used in any given round. When using a dire flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the opposed attack roll to avoid being disarmed if such an attempt fails). You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the dire flail to avoid being tripped. |
Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
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