Godsbreath Bow

Level 156,500 gpWeaponBulk 1RareLegacy

1d6P·Martial·Bow·One or two-handed

Range 60 ft.·Reload 0

Runes +2, greater striking

This +2 greater striking composite shortbow is made from wood, horn, and sinew. Once wielded by Ninshaburian heretics, it's carried in a leather case etched with images of Namzaruum in combat with Somnalu. On a successful Strike, it deals an additional 1d6 bludgeoning damage.


Activate ◆◆ command

Frequency once per day


Effect You make a ranged Strike. On a hit, a vortex of air trails the arrow as it travels. When the arrow strikes its target, the vortex expands to a 30-foot burst from its point of impact. The arrow deals an additional 1d8 bludgeoning damage against its target. For the next 3 minutes, any physical ranged attacks that would strike a target within the vortex deal an additional 1d8 bludgeoning damage. The vortex is difficult terrain, and creatures attempting to fly through the vortex using a move action must attempt a DC 34 fortitude save, losing its move action on a failed save. Any gases within the vortex are cleared by the winds.

Traits

Deadly d10

On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon's damage. This increases to two dice if the weapon has a greater striking rune and three dice if the weapon has a major striking rune. For instance, a rapier with a greater striking rune deals 2d8 extra piercing damage on a critical hit. An ability that changes the size of the weapon's normal damage dice doesn't change the size of its deadly die.

Propulsive

You add half your Strength modifier (if positive) to damage rolls with a propulsive ranged weapon. If you have a negative Strength modifier, you add your full Strength modifier instead.

Critical Specialization (bow)

If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 Athletics check to pull the missile free; it can't move from its space until it succeeds. The creature doesn't become stuck if it is incorporeal, is liquid, or could otherwise escape without effort.