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Makeshift Pipe Club

Weapon

Varies

Mods
  • Grip
  • Head
  •   Special Maneuvers
  • Targeted Strike: Choose a body part to target when making an attack

  • Arms - Target must make a Constitution saving throw against a DC Equal to 8 + Your Proficiency Bonus + Strength Modifier or be unable to attack on its next turn
    Head - Strike the target's head with Armor Piercing III
    Legs - Target must make a Constitution saving throw against a DC Equal to 8 + Your Proficiency Bonus + Strength Modifier or take quadruple poise damage     Special Properties:
  • Armor Piercing II
  • Blunt Instrument - Deals Double Poise Damage
  • Staggering - Prevents targets from taking Reactions upon successful attacks until the start of the user's next turn
  •   Weight: 5   Handling: Versatile (1-handed or 2-handed)

    A crude weapon fashioned out of pipes and other metal parts, the makeshift pipe club can still pose a threat in capable hands.

    Type Damage Damage Range
    Simple Melee 2d4 (2-handed), 1d4 (1-handed) Bludgeoning Melee


    Weight: 5lbs


    Created by

    Vaskadar.

    Statblock Type

    Item

    Link/Embed