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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

Tetherhook

A tetherhook is a martial melee weapon with the reach and two-handed properties that deals 1d8 slashing damage on a hit. It also has the Special property ‘Hookpull’.

Reach. This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon.

Special: Hookpull. The tetherhook grants its wielder a special action: as a bonus action directly after hitting a target with an attack using the tetherhook, you can attempt to pull the target towards you. If the target is a creature, make a Strength (Athletics) check contested by the creature’s Strength (Athletics) or Dexterity (Acrobatics). On a success, you pull the creature 5 feet closer to you. A creature more than one size larger than you automatically succeeds on this check. If the target is an object that is not fixed in place and that weighs less than your push, drag, or lift capacity, you can pull it 5 feet towards you.

Two-handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

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Comments

CaptReynolds

Ooo fantastic item. A mix of Cave Fisher and Hook Horror that really makes it feel unique to the environment. A squad of drow equipped with these, ambushing from the stalagtites would make for a very memorable encounter.