Black Scorpion Stingmace
1d6B·Simple·Club·One-handed
Runes +2, greater striking, fearsome
The massive stinger of a black scorpion adds significant weight to this +2 greater striking Fearsome mace . On a critical hit, the target is exposed to black scorpion venom.
Black Scorpion Venom (poison)
Saving Throw DC 36 fortitude
Maximum Duration 6 rounds
Stage 1 2d12 poison damage and Clumsy 2 (1 round)
Stage 2 3d12 poison damage, clumsy 2, and Slowed 1 (1 round)
Stage 3 4d12 poison damage, Clumsy 4, and Slowed 2 (1 round).
Craft Requirements The initial raw materials must include the intact stinger of a black scorpion.
Traits
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.
An effect with this trait delivers a poison or deals poison damage. An item with this trait is poisonous and might cause an affliction.
You can use this weapon to Shove with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Shove using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
You knock the target up to 10 feet away from you. This is forced movement.