SRD:Dire Flail

This material is published under the OGL
Flail, Dire
Exotic Two-Handed Melee
Critical: ×2
Range Increment:
Type: Bludgeoning
Hardness: 5
SizeCost1DamageWeight1hp
Fine*1d2/1d2*1
Diminutive*1d3/1d3*1
Tiny*1d4/1d4*2
Small80 gp1d6/1d65 lb.5
Medium80 gp1d8/1d810 lb.10
Large160 gp2d6/2d620 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
MaterialAverageMasterwork1HardnesshpSpecial
Steel80 gp680 gp510
Adamantine6,080 gp513Bypass hardness less than 20
Deep Crystal2,080 gp1030Psionic
Mundane Crystal680 gp825No rusting, not metal
Darkwoodn/an/an/a
Iron, Cold160 gp760 gp510Magical enchantments cost an additional 2,000 gp.
Mithral5,080 gp5101/2 weight
Silver, Alchemical260 gp860 gp5101 damage
  1. Masterwork weapons have a +1 enhancement bonus on attack rolls.
Magical/Psionic Weapon Enhancements
Bonus ValueAdditional Cost1Hardness Increase2Additional 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 Page 3.5e Open Game Content System Reference Document Weapons

Open Game Content (place problems on the discussion page).
This is part of the (3.5e) Revised System Reference Document. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. To distinguish it, these items will have this notice. If you see any page that contains SRD material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.
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