Mammoth Bow

Level 122,000 gpWeaponBulk 4UniqueLegacy

1d8P·Martial·Bow·One-handed

Range 180 ft.·Reload 0

Runes +2, striking

This heavy, 12-foot-tall +2 striking Composite Longbow is fashioned from mammoth tusks lashed together. Due to its great size, you can attack with the Mammoth Bow only if you're Large or larger. The Mammoth Bow deals 2d6 additional piercing damage because of its incredible, magically enhanced draw power. Additionally, the Mammoth Bow has a 180-foot range increment instead of a 100-foot range increment, but its volley range increases from 30 feet to 50 feet.

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.

Magical

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.

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.

Volley 50 ft

This ranged weapon is less effective at close distances. Your attacks against targets that are at a distance within the range listed take a -2 penalty.

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.