Hydra Head Club
1d6B·Simple·Club·One-handed
Runes +1, striking
This spine and skull of a slain hydra has been picked clean by a carrion bird and crafted into this +1 striking club . In addition to its normal traits, the hydra head club also has the modular P trait, as it can be manipulated to cause the jaws to spring open. Even in death, its head twitches independently. The creature's famed regenerative powers are still present, despite the creature's death; if damaged, the hydra head club repairs itself at the rate of 1 Hit Point per minute, unless it has been completed destroyed.
Activate—Reactive Snap ◇ (attack)
Frequency once per day
Trigger You attempt a Strike as a Reaction
Effect The hydra head club snaps with a momentary burst of its former glory. Your Strike attempt deals an additional 1d6 damage. If your Strike misses, the activation does not count against the hydra head club's activation frequency.
Craft Requirements You must supply a skull and spine of a hydra when crafting this weapon.
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.
You can throw this weapon as a ranged attack. A thrown weapon adds your Strength modifier to damage just like a melee weapon does. When this trait appears on a melee weapon, it also includes the range increment.
You knock the target up to 10 feet away from you. This is forced movement.