Stats of a Triple-Headed Flail

Dog Moon

Adventurer
Does anyone know the stats of a triple-headed flail or where it could be found? (Trying to have Gnoll clerics use Yeenoghu's weapon)
 

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DarkJester said:
I think the book of vile darkness has it, underneath Yeenoghu's description.

The Triple Flail of Yeenoghu is a unique weapon. I wouldn't use its stats for a 'normal' one... this is how his works:

Unique exotic weapon; each time a hit is scored roll 1d3 to see how many of the heads hit the target. Each head deals 1d12+24 points of damage [Y's str is 37, which yields a +19 wielded two handed, plus its +4 enhancement bonus]... If more than one head hits the same target, the victim must make a Fort save or be paralyzed for 2d6 rounds; if all three hit the victim must also make a Will save or be confused for 10 rounds.

Obviously, the stats on this puppy are magically enhanced. Yeenoghu's large, so if you 'shrink' it to medium-size you still get 1d3 hits for 1d10 hp each... er, I don't think so.
 

Hm. 1d3 hits for 1d10 damage? I could see every fighter and barbarian wanting to use that as a weapon. I might just use the 1d10 as if a large flail, just make it usable in one hand. Guess it would prolly have to be an exotic weapon. Well, thx for the help
 

Well I'd just call it an exotic weapon that does lightly more damage than a heavy flail (if two handed) or slightly less if its one handed. But thats just 'cause I'm lazy
 

I'm thinking that I would want to bend the rules to get this right:
Three-balled flail, two handed melee (martial) one handed melee (exotic), 25gp, damage: 1d8 (small), 1d10 (medium) crit: 19-20 / x3 weight 5 lb. (I insist on writing realistic weights), type: Bludgeoning
+2 disarm, can be used for trip attacks...
 

IIRC the gladiator theme issue of Dragon last year had a triple-headed flail statted up, called a "hydraflail" or something of the sort. I'd go check, but the magazine is in the bedroom and my wife is sleeping.
 

Dragon #303, page 32:
Hydraflail: exotic weapon, 40gp, 1d8, crit 20/x3, 10lb, +4 to disarm.

Real World, a multi-headed flail produces something of a "shotgun" effect, spreading force/damage over a larger area. Your chance to hit goes up a little, but armor penetration sucks. Since a flail is slower than a sword but hits harder, it tends to be used against heavily-armored opponents where you need the hard hit to punch through the armor; vs. an agile, lightly-armored opponent, a sword has a better chance of hitting. Since the hydraflail loses the armor penetration while retaining the weight and awkwardness of a standard flail, it's a substandard weapon except in a few special circumstances - which is why, historically, such flails were extremely rare. Like the RL two-bladed sword, it was a cool-looking idea that didn't pan out so well in actual combat.

If I was statting up a hydraflail as an exotic weapon, I'd give it a +1 circumstance bonus to hit, an extra +1 to Trip and Disarm attempts, and damage one die type lower (e.g., d8 becomes d6).
 

I think it would be fun to keep that "roll d3" for number of hits. You could make each head deal 1d4. That way, average damage is 2d4, which is not particulary broken. Plus, you get cool suspense when you crit and stuff.
 

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