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General Tabletop Discussion
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How do you handle loot from enemies with mighty or evil weapons?
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<blockquote data-quote="Quickleaf" data-source="post: 7370769" data-attributes="member: 20323"><p>Here's what I'd do if I wanted to give the a powerful magic item: The <em>three-headed flail of Yeenoghu</em> is a very rare magic weapon requiring attunement. It is heavy two-handed martial weapon that deals 1d10 bludgeoning damage.</p><p></p><p>While attuned, the wielder suffers madness of Yeenoghu (described in <em>Out of the Abyss</em> & I think online) and suffers whatever curse you feel is apropos (e.g. like a <em>sword of vengeance</em>). </p><p></p><p>When attacking with it you can only use as many heads of the flail as you have attacks; for example, a 5th level barbarian, fighter, monk, paladin, or ranger with Extra Attack could use two of the heads, while an 11th level fighter could use all three heads.</p><p></p><p><strong><em>Head of madness.</em></strong> On a hit, the target must make a DC 16 Wisdom saving throw. On a failed save, the target must make a melee attack against a random target within its reach on its next turn. If it has no targets within its reach even after moving, it loses its action on that turn.</p><p></p><p><strong><em>Head of pain.</em></strong> On a hit, the target takes an additional 2d10 psychic damage.</p><p></p><p><strong><em>Head of paralysis.</em></strong> On a hit, the target must succeed on a DC 16 Constitution saving throw or be paralyzed until the end of its next turn.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7370769, member: 20323"] Here's what I'd do if I wanted to give the a powerful magic item: The [I]three-headed flail of Yeenoghu[/I] is a very rare magic weapon requiring attunement. It is heavy two-handed martial weapon that deals 1d10 bludgeoning damage. While attuned, the wielder suffers madness of Yeenoghu (described in [I]Out of the Abyss[/I] & I think online) and suffers whatever curse you feel is apropos (e.g. like a [I]sword of vengeance[/I]). When attacking with it you can only use as many heads of the flail as you have attacks; for example, a 5th level barbarian, fighter, monk, paladin, or ranger with Extra Attack could use two of the heads, while an 11th level fighter could use all three heads. [B][I]Head of madness.[/I][/B] On a hit, the target must make a DC 16 Wisdom saving throw. On a failed save, the target must make a melee attack against a random target within its reach on its next turn. If it has no targets within its reach even after moving, it loses its action on that turn. [B][I]Head of pain.[/I][/B] On a hit, the target takes an additional 2d10 psychic damage. [B][I]Head of paralysis.[/I][/B] On a hit, the target must succeed on a DC 16 Constitution saving throw or be paralyzed until the end of its next turn. [/QUOTE]
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How do you handle loot from enemies with mighty or evil weapons?
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