[The Failed Gods] Bloodhound's Immobiliser (Patreon)
Content
Weapon (any firearm), uncommon
The Bloodhounds are not just hack-and-slash monster hunters; they’re experts on monster habits, anatomy, and harvesting. This nail gun grants these hunters the ability to immobilise their prey, allowing the horrors to be studied in greater detail. The more experienced the bloodhound, the more decrepit their firearm; whenever a foe of especially great might is felled by the gun, a notch spontaneously forms on its dark metal.
This firearm has 4 charges and regains 1d4 expended charges daily at dawn.
Dead Stop. A special chamber within the firearm is loaded with sharp iron nails rather than normal ammunition. Once on each of your turns when you make an attack against a creature with this weapon, you can expend 1 charge to fire a nail instead, which magically increases in size to become a 9-inch-long metal spike, dealing an extra 1d6 piercing damage on a hit.
In addition, if the target is a Large or smaller creature that isn’t immune to the grappled or restrained conditions, it must succeed on a DC 13 Strength saving throw or be pinned against an adjacent surface (GM’s discretion). If there’s no surface to pin the creature to, it automatically succeeds on this saving throw. While pinned in this way, the creature’s speed is 0. A creature within 5 feet of the pinned creature (including itself) can use an action to make a DC 13 Strength (Athletics) check, removing the spike and freeing the creature on a success.
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Rare variant: Increase the total number of charges to 6, the recharge to 1d6, the extra piercing damage to 2d6, and the DCs to 15.
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