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Epic Crocodile Maw

Weapon Type Handwraps
Damage 3[1d6] + 6 Bludgeon, Magic
Critical Roll (5%) 20-20 / x2
Handedness Two-handed
Minimum Level 20
Binding Binds to Account on Acquire
Accepts Sentience Yes
Description Crocodile Fangs stud these Handwraps.
Material Cloth
Durability 320
Weight 0.50 lbs
Effects
  • +6 Enhancement Bonus: This item has been magically enhanced. Armor with this quality gains a +6 enhancement bonus to AC. Weapons with this quality gain a +6 enhancement bonus to attack and damage.
  • Animal Bane 4: This weapon is attuned specifically to disrupt the natural, dealing an additional 4d10 bane damage vs. Animals
  • Feeding 20: On Vorpal Hit: Your target incurs one Negative Level, and you gain +20 Temporary Hit Points. (These Temporary Hit Points last for one minute, or until used to negate incoming damage.)
  • Lifedrinker: This weapon uses the power of water to draw out the life essence of its targets. On an attack roll of 20 which is confirmed as a critical hit, this power comes to the surface, granting 25 temporary hit points to the wielder and dealing 25 to 45 damage to the target. Creatures with the Fire trait take double this damage instead.
  • Vampirism 2: This weapon thirsts for the blood of your enemies, healing you for +2d2 hit points with each hit.
Augment Slots
  • Red Augment Slot
Epic Crocodile Maw
Epic Crocodile Maw
Handwraps
Accepts Sentience
Equips to: Main Hand
Minimum Level: 20
Binds to Account on Acquire
Base Damage Rating: 17.32
Damage: 3[1d6] + 6 Bludgeon, Magic
Critical Roll: (5%) 20-20 / x2
+6 Enhancement Bonus: This item has been magically enhanced. Armor with this quality gains a +6 enhancement bonus to AC. Weapons with this quality gain a +6 enhancement bonus to attack and damage.
Animal Bane 4: This weapon is attuned specifically to disrupt the natural, dealing an additional 4d10 bane damage vs. Animals
Feeding 20: On Vorpal Hit: Your target incurs one Negative Level, and you gain +20 Temporary Hit Points. (These Temporary Hit Points last for one minute, or until used to negate incoming damage.)
Lifedrinker: This weapon uses the power of water to draw out the life essence of its targets. On an attack roll of 20 which is confirmed as a critical hit, this power comes to the surface, granting 25 temporary hit points to the wielder and dealing 25 to 45 damage to the target. Creatures with the Fire trait take double this damage instead.
Vampirism 2: This weapon thirsts for the blood of your enemies, healing you for +2d2 hit points with each hit.
Augments:
Red Augment Slot: Empty
Durability: 320 / 320
Cloth (Hardness: 33)
Crocodile Fangs stud these Handwraps.