Nightmare Cudgel

Level 111,000 gpWeaponBulk 1UncommonLegacy

1d6B·Simple·Club·One-handed

Runes +1, striking

Crafted from polished wood, this seemingly mundane +1 striking Club comes with a red leather strap near the handle. The mere sight of the cudgel in a guard's hand fills prisoners with dread.

Good creatures are Enfeebled 2 while carrying, wielding, or wearing this item crafted by the sea-witches.


Activate ◆◆ Interact (emotion, mental)

Frequency once per day


Effect You initiate an intimidating walk, thumping the cudgel menacingly against your palm. As part of activating this item, you can Stride twice. For the next minute, whenever you successfully Strike a creature with the nightmare cudgel , you can use a free action to attempt an Intimidation check to Demoralize the struck creature.

Traits

Invested

A character can invest only 10 magical items that have the invested trait. None of the magical effects of the item apply if the character hasn't invested it, nor can it be activated, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off their head).

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.

Thrown 10 ft

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.

Critical Specialization (club)

You knock the target up to 10 feet away from you. This is forced movement.