Difference between revisions of "SRD:Heavy Flail"

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Latest revision as of 00:43, 1 October 2016

Disambiguation.png This article is about Flail
For other uses of Flail, see Flail (disambiguation).
This material is published under the OGL
Flail, Heavy
Martial Two-Handed Melee
Critical: 19–20/×2
Range Increment:
Type: Bludgeoning
Hardness: 5
Size Cost1 Damage Weight1 hp
Fine * 1d3 * 1
Diminutive * 1d4 * 1
Tiny * 1d6 * 2
Small 15 gp 1d8 5 lb. 5
Medium 15 gp 1d10 10 lb. 10
Large 30 gp 2d8 20 lb. 20
Huge * 3d8 * 40
Gargantuan * 4d8 * 80
Colossal * 6d8 * 160
  1. For values marked with an asterisk, the SRD directly gives neither this value nor a means to determine it.

Description[edit]

With a flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the 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 flail to avoid being tripped.

Enhancements[edit]

Heavy Flail Material Enhancements
Material Average Masterwork1 Hardness hp2 Special
Steel 15 gp 315 gp 5 10
Adamantine 3,015 gp 5 13 Bypass hardness less than 20
Deep Crystal 1,015 gp 10 30 Psionic
Mundane Crystal 315 gp 8 25 No rusting
Darkwood n/a n/a n/a
Iron, Cold 30 gp 330 gp 5 10 Magical enchantments cost an additional 2,000 gp.
Mithral 5,015 gp 5 10 1/2 weight
Silver, Alchemical 195 gp 495 gp 5 10 −1 damage
  1. Masterwork weapons have a +1 enhancement bonus on attack rolls.
  2. For values marked with an asterisk, the SRD gives neither this value nor a means to determine it.
Magical/Psionic Weapon Enhancements
Bonus Value Additional Cost1 Hardness Increase2 Additional hp2
+1 +2,000 gp +2 +10
+2 +8,000 gp +4 +20
+3 +18,000 gp +6 +30
+4 +32,000 gp +8 +40
+5 +50,000 gp +10 +50
+6 +72,000 gp3 +12 +60
+7 +98,000 gp3 +14 +70
+8 +128,000 gp3 +16 +80
+9 +162,000 gp3 +18 +90
+10 +200,000 gp3 +20 +100
+11 or more + bonus × bonus
× 20,000 gp
+ enhancement bonus × 2 + enhancement bonus × 10
  1. Increase total cost for magical enhancement by 2,000 gp for cold iron weapons.
  2. Unlike the additional cost, the increase the weapon's hardness and hit points are only gained from its enhancement bonus, not its special abilities.
  3. If the weapon has a magical bonus greater than +5 or a special ability worth more than +5, the weapon is epic. Multiply magic cost by 10.

See Also[edit]



Back to Main PageSystem Reference DocumentWeapons

Facts about "Heavy Flail"
TitleHeavy Flail +