Constricting Meteor
1d8B·Martial·Flail·Two-handed
Runes +1, striking
The weights of this +1 striking meteor hammer are shaped like snake heads, and anaconda scales adorn the chain.
Activate—Coiling Chain ◆ (concentrate)
Requirements Your last action was a successful melee Strike or Trip with the constricting meteor
Effect The chain of the meteor hammer wraps around the target and squeezes. Attempt an Athletics check to Grapple the creature with a +1 item bonus. In addition to being Grabbed on a success, the target takes (1d10+7) bludgeoning damage.
Craft Requirements The initial raw materials must include the scales of a giant anaconda.
Traits
You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn.
You can use this weapon to Disarm 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 (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item.
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.
Natural attacks with this trait can be used to attack creatures up to the listed distance away instead of only adjacent creatures. Weapons with this trait are long and can be used to attack creatures up to 10 feet away instead of only adjacent creatures. For creatures that already have reach with the limb or limbs that wield the weapon, the weapon increases their reach by 5 feet.
You can use this weapon to Trip 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 Trip using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
The target is knocked prone.