SRD:Dire Flail

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Flail, Dire
Exotic Two-Handed Melee
Critical: ×2
Range Increment:
Type: Bludgeoning
Hardness: 5
Size Cost1 Damage Weight1 hp
Fine * 1d2/1d2 * 1
Diminutive * 1d3/1d3 * 1
Tiny * 1d4/1d4 * 2
Small 80 gp 1d6/1d6 5 lb. 5
Medium 80 gp 1d8/1d8 10 lb. 10
Large 160 gp 2d6/2d6 20 lb. 20
Huge * 3d6/3d6 * 40
Gargantuan * 4d6/4d6 * 80
Colossal * 6d6/6d6 * 160
  1. For values marked with an asterisk, the SRD gives neither this value directly nor a means to determine it.

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.

Enhancements

Dire Flail Material Enhancements
Material Average Masterwork1 Hardness hp Special
Steel 80 gp 680 gp 5 10
Adamantine 6,080 gp 5 13 Bypass hardness less than 20
Deep Crystal 2,080 gp 10 30 Psionic
Mundane Crystal 680 gp 8 25 No rusting, not metal
Darkwood n/a n/a n/a
Iron, Cold 160 gp 760 gp 5 10 Magical enchantments cost an additional 2,000 gp.
Mithral 5,080 gp 5 10 1/2 weight
Silver, Alchemical 260 gp 860 gp 5 10 −1 damage
  1. Masterwork weapons have a +1 enhancement bonus on attack rolls.
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 squared
× 20,000 gp
+ enhancement bonus × 2 + enhancement bonus × 10
  1. Increase total cost for magical enhancement by 2,000 gp for cold iron weapons.
    This is the extra cost of enchanting only one head. Calculate the extra cost as if each head were a separate weapon.
  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



Back to Main Page3.5e Open Game ContentSystem Reference DocumentWeapons

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