Ankylostar

Level 132,800 gpWeaponBulk 1UncommonLegacy

3d6B/P·Simple·Club·One-handed

Runes +2, greater striking

This hefty spiked club is made from the fossilized tail-club of a young ankylosaurus. It can be wielded as a +2 greater striking morningstar.


Activate command


Effect The ankylostar grows and transforms into a +2 greater striking greatclub , but it retains the versatile (piercing) trait of a morningstar. While in this form, the ankylostar has Bulk 2 and requires two hands to wield. It can be returned to its morningstar form with another 1-action command.


Activate ◆◆ command, Interact

Frequency once per day

Requirements The ankylostar is in its greatclub form


Effect The ankylostar's length extends as you swing the club in a wide arc. You Strike up to three creatures in a 15-foot cone; this counts as one attack for the purpose of calculating your multiple attack penalty. Alternatively, you Shove up to three creatures in a 15-foot cone, rolling a separate Athletics check for each creature.

Traits

Magical

Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.

Versatile P

A versatile weapon can be used to deal a different type of damage than that listed in the Damage entry. This trait indicates the alternate damage type. For instance, a piercing weapon that is versatile S can be used to deal piercing or slashing damage. You choose the damage type each time you make an attack.

Critical Specialization (club)

You knock the target up to 10 feet away from you. This is forced movement.