SRD:Dire Flail
This material is published under the OGL |
| |||||||||||
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 | |||||||
|
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
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 |
|
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 |
|
See Also
Back to Main Page → 3.5e Open Game Content → System Reference Document→ Weapons