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Octobow Day 10 - Elephant

Ivory Impaler

Armor (shield), very rare

This massive pavise houses a winch‑drawn bow that launches iron spikes the size of javelins—often tipped or collared with carved ivory that gives the shield its name. Built to anchor a line and drag quarry into reach, the Impaler is as unyielding as its namesake. The Ivory Impaler is one of several allied designs created to hunt the great beasts that roam the Baramus Prairie and the surrounding savannas. Each shield is a layered laminate of hardwood, hides, and plate, frequently reinforced with adamantine. Many mount one or two large bows with a wheel‑and‑pulley draw mechanism and a steel‑wire bowstring. A built‑in spool and hand‑crank pay out or reel in braided cable, letting a hunter haul a struck creature once the spike’s tether sets.

Cumbersome and oversized, the shield is ill‑suited to duels against agile humanoids. Even so, Azalis detachments have fielded it in skirmishes and sieges alike—the Impaler’s braced bulk can weather a cavalry charge and fix the enemy in place for the counterstroke.

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While wielding this shield, you gain a +1 bonus to AC in addition to the shield’s normal bonus. You are proficient with the attached bow if you are proficient with longbows or martial weapons.

Elephant’s Bulwark. You have advantage on Strength (Athletics) checks and Strength saving throws made to resist being shoved or knocked prone. When an effect would move you against your will, reduce that distance by 10 feet (to a minimum of 0 feet).

Ivory Launcher. As a bonus action, you plant the shield and ready the bow in a braced stance. While braced, your speed is 0, you have half cover, and you can make ranged weapon attacks with the attached bow. The stance ends if you use a bonus action to lift the shield, you become incapacitated, you are knocked prone, or you are moved more than 10 feet against your will. If the stance ends, any existing tethers remain, but you can’t crank the reel until you brace again.

While braced, the bow fires up to two loaded iron spikes—one per attack, it has range 60/240; ammunition, iron spike (1 gp each); heavy; two‑handed; loading; you can reload up to two spikes as an action. A spike can mount a 60‑foot steel wire (12 gp) on the pavise’s reel. On a hit with a wired spike, the target takes 2d10 piercing damage and must make a Strength saving throw (DC 16) or be tethered to the pavise. While tethered, it can’t increase its distance from you; while you are braced, you can use a bonus action to reel it up to 15 feet toward you. The creature, or one within 5 feet of it, can use an action to make a Strength (Athletics) check against the DC to end the tether. When a tethered creature you can see makes an attack roll, you can use your reaction to impose disadvantage on that roll. The wire has AC 19, 10 hit points, and it is immune to poison and psychic damage. Only creatures of Huge size or smaller can be tethered. Creatures immune to the restrained condition or incorporeal are immune. Huge creatures can make a Strength saving throw when reeled; on a success, they aren’t pulled. You can have only one creature tethered at a time.

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I forgot to announce the result of the patron suggested prompt, but here is the first, and the rest is :

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NOTE : All files will be added to the Vault at the end of the month/challenge.

Octobow Day 10 - Elephant Octobow Day 10 - Elephant Octobow Day 10 - Elephant

Comments

This one is definitely a top fav. I'd love to see a tank build use this

Soul Atomisk

Ooo can't wait for the other bows! It'll be fun!

Z3brim


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