King Cerberus Flail

by Nulty

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Cerberus King's Flail

A three-headed flail with each head depicting a head of Cerberus connected to a black metal shaft by ethereal chain emitting ghostly light. Each head housing the powers of an element. One fire, one ice, one lightning. Awakening each head of Cerberus will allow the user to use each element corresponding with the heads.

Sentient weapon

The Cerberus flail is a sentient flail with 3 distinct personality. All have different alignments and wish to be acknowledged as one of the most powerful sentient weapons if not the greatest.

Multi-Personalities

with the Cerberus having 3 distinct personalities you will encounter each one with the awakening of this weapon. The fire head is energetic and wild as its element. its alignment is chaotic evil and wants to burn all that stands before its glory in a wraith of fire proving its might. The ice head is cool, calm, and blood thirsty. it prefers to pin its enemies down and slaughter them one by one, it's alignment is neutral evil. The thunder head is the proudest of the 3 and the most cocky, it prefers to divide its foes and conquer them showing them they cannot take him even with an army. the thunder head is the one that tends to keep the other 2 heads in line, it is lawful evil.

  • The Flail has 17 intelligence, 12 wisdom, and 14 charisma. The head's of Cerberus can communicate with its wielder telepathically and can read and speak common, abyssal, and infernal. The heads of Cerberus have a sight of 30 feet and dark vision of 30 feet.
  • The flail will regain 1D2 charges at dawn and with each awakened head it will gain an additional die.
  • It's attack is considered magical for purpose of overcoming resistances.
  • The flail does 3D4 bludgeoning on hit

Cursed

  • The Flail's 3 heads are very proud and the wielder must succeed a wisdom saving throw, on fail the user is convinced that using another weapon is a bad idea and that the weapon is inferior to the flail.
  • The Flail feeds on blood and if the wielder has not fed the flail in a day then the user must make a constitution saving throw, on fail the flail will start feeding on the wielder and the wielder takes 1D6 for each awakened head every hour if they do not attack a creature

First head awakened -

Flail has 2 charges and a +1 to hit

Wielder gains the power of the element of fire. The wielder can fling the heads of the flail at it’s full length imbuing the chains and heads with a fiery cloak. The flail can reach a maximum of 10 feet.

  • Fire shot - The wielder can expend a charge and uses an action to fling the heads of the flail in 10 feet line imbuing the heads with a fiery cloak dealing 3D6 fire damage on hit.

Second head awakened -

Flail has 3 charges and a +1 to hit totaling to +2 on hit.

The wielder gains the power of the element of ice and can coat the heads of the flail with many sharp icicles.

  • Ice rain - wielder can expand a charge and use an action to swing the flail in a 15 feet cone in front of them flinging a rain of sharp ice needles in front of them dealing 2D6 ice damage, the targets must make a dexterity saving throw, on success they take half damage on. on fail full damage.

Third head awakened -

Flail has 4 charges and a +1 to hit totaling to +3 on hit

The wielder gains the power of thunder and can charge the flail heads with the power of storms.

  • Thunder crack - the wielder can expend a charge and use an action to fling the heads of the flail in a straight line sending lightning down the chain and heads of the flail casting thunder wave from the heads of the flail. With the power of lightning the wielder can increase the length of the flails maximum range to 15 feet when using its thunder crack ability.

Vying for dominance

With the awakening of each head they try to assert themselves over the other. You are unable to choose which head's power you want to invoke during your attack. you must roll for what head's power you want to use.

  • With 2 heads awakened you must roll a 1D3, 1 for fire, 2 for ice, and 3 for your choice.
  • With all 3 heads awakened roll a 1d4, 1 for fire, 2 for ice, 3 for thunder, and 4 for your choice.
  • which ever head you roll also add a 1d6 die to your damage dealing the head's element in damage (with the fire head awakened and being the first head you automatically add the 1d6 fire to your damage roll till you awakened the ice head)
 

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