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Horror’s Hook

Weapon (tetherhook), uncommon (requires attunement)
  From the barbed hooks and ropey sinew of The Low’s monstrous denizens is crafted this macabre tetherhook. This unusual weapon augments its innate ability to slash and pull a foe at range, with a magical propensity to cause its talons to grasp tight. Wrenching oneself free from this grasping tetherhook is a gruesome and painful experience, the barbs ripping at the grasped creature’s flesh.
  Crush. When you hit a creature with the Horror’s Hook you can mentally command it to clench (no action required), causing the creature to become ‘grasped’. On future turns, you can use your action to cause the hooks to dig deeper into a grasped creature, dealing 2d8 slashing damage to the creature. Furthermore, each time the creature tries to move away from you, it must succeed on a DC 13 Strength saving throw. On a failure, the creature takes 1d8 slashing damage and its speed is reduced to 0 until the end of its turn. On a success, the creature takes the same damage and is no longer grasped. A creature that is more than 1 size larger than you automatically succeeds on this check.
  You need only hold hook’s horror in one hand to keep a creature grasped by it, but, if you stop holding hook’s horror altogether, a creature grasped by it is immediately released. You can also release a grasped creature as a bonus action. A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success.
  Stretch. As an action you can launch the tetherhook at a battlement, window ledge, tree limb, or other protrusion with 50 feet of you, mentally commanding its sinewy tether to extend well beyond its normal reach. The hooks grasp at the surface at which you throw it, giving you advantage on any ability check made to find purchase for the hook. The tether remains extended and the hook remains grasped on the surface until you use a bonus action to release it.
  Rare variant: The weapon has a +1 bonus to attack and damage rolls you make with it. Increase the DC to 15. Stretch can target protrusions within 90 feet of it
  Very rare variant: The weapon has a + 2 bonus to attack and damage rolls you make with it. Increase the DC to 16. Stretch can target protrusions within 120 feet of it.

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