Glacier Hammer
1d12B·Martial·Hammer·Two-handed
Runes +1
Frost covers the head of this +1 magic maul . Any hit with this maul deals 1 extra cold damage. You can use a special action to transform the frost into giant icicles.
Activate—Grow Icicles ◆ (concentrate) Until the end of your turn, the maul deals 1d6 extra cold damage instead of just 1. After you activate the glacier hammer, you can't activate it again for 10 minutes.
Traits
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.
The target is knocked prone.