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Doom Hammer: Difference between revisions
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| notes = *Damage from [[Tenacity]] still applies the {{cond|Bone Chilled}} effect, effectively giving the hammer a 100% chance of applying it per strike. This | | notes = *Damage from [[Tenacity]] still applies the {{cond|Bone Chilled}} effect, effectively giving the hammer a 100% chance of applying it per strike. This makes it exceptional for fights against enemies with healing mechanics, such as the [[Apostle of Myrkul]] | ||
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Latest revision as of 08:44, 25 October 2024
Doom Hammer is an uncommon maul that afflicts targets with Bone Chilled condition on each successful hit.
Bringer of that which it is.
Properties
- Damage
- 2d6 (2~12) + Strength modifier Bludgeoning
- Details
- Rarity: Uncommon
- Enchantment: None
- Two-Handed
- Dippable
- Melee: 1.5 m / 5 ft
- Weight: 4.5 kg / 9 lb
- Price: 65 gp
-
UID
UNI_DoomHammerUUID
2f481fef-1877-4eac-820d-dc3210ff0b36
Special
The holder of this item gains:
- Edge of Terror
- Each strike fills the target with a chilling dread that prevents it from regaining hit points. Undead creatures also get Disadvantage on Attack rolls.
Weapon actions
If you have proficiency, equip in main hand to gain:
- Backbreaker ()
Put extra force behind your strike to possibly knock your enemy .
- Concussive Smash ()
Hit an enemy with all your might to deal damage and possibly them.
- Tenacity ()
When you miss an attack, deal Bludgeoning damage equal to your Strength modifier anyway (minimum of 1).
Condition: Bone Chilled
Duration: 2 turns
- Can not regain hit points.
- If Undead, has Disadvantage on Attack rolls.
Where to find
- Goblin Camp X: -99 Y: 424: Bought or stolen from Grat the Trader.
Notes
- Damage from Tenacity still applies the effect, effectively giving the hammer a 100% chance of applying it per strike. This makes it exceptional for fights against enemies with healing mechanics, such as the Apostle of Myrkul
External links[edit | edit source]
- Doom hammer on the Forgotten Realms Wiki