Kaunuk'Jawl

Weapon

Legendary Trial of the Deep Tide

Tidal Arrows:
Kaunuk'Jawl fires arrows of super-compressed water. These arrows deal bludgeoning damage and ignore resistance or immunity to nonmagical bludgeoning damage.
Wave Surge:
As an action, you can fire a wave arrow into the ground at a point within 120 feet. The arrow erupts into a 20-foot cone tidal wave, forcing all creatures in the area to make a DC 20 Strength saving throw. On a failed save, creatures take 4d10 bludgeoning damage, are knocked prone, and are pushed back 20 feet. On a successful save, they take half damage and are not knocked prone.
Erosion Strike:
Once per turn, when you hit a creature with an attack, the arrow’s high-pressure water can cut through their defenses. The target must succeed on a DC 18 Constitution saving throw or take an additional 2d10 slashing damage as the water erodes their armor or flesh.

Enhanced Properties (Post-Attunement)

Surging Tide:
When you fire an arrow into the ground, you can create a 30-foot-radius pool of water that lasts for 1 minute. The area becomes difficult terrain for enemies, while allies gain 10 feet of movement speed when moving through it.
Pressure Overload:
When you score a critical hit with Kaunuk'Jawl, the arrow creates an explosion of high-pressure water. All creatures within a 10-foot radius of the target must make a DC 20 Dexterity saving throw or take 6d12 bludgeoning damage and be knocked prone.
Ocean's Vengeance:
Once per short rest, you can mark a creature with the fury of the sea. For 1 minute, the creature takes an additional 2d10 bludgeoning damage whenever it is hit by your arrows, and it is vulnerable to cold damage.

Special Ability: Sea Serpent’s Wrath

Once per long rest, you can invoke the Sea Serpent’s Wrath, summoning a colossal watery arrow in the form of a sea serpent:  
  • As an action, fire the serpent arrow at a point within 300 feet. The arrow transforms mid-flight into a massive serpent of churning water.
  • Creatures within a 20-foot radius of the target point must make a DC 22 Dexterity saving throw. On a failed save, they take 10d12 bludgeoning damage and are restrained by the serpent’s watery coils. On a successful save, they take half damage and are not restrained.
  • While restrained, creatures take 4d10 cold damage at the start of their turns and can attempt a DC 22 Strength saving throw at the end of their turns to escape. The serpent lasts for 1 minute or until dismissed.

Kaunuk'Jawl (Jaw of the Deep) is a fearsome longbow crafted from the massive jawbone of an ancient megalodon. Runes of crashing waves and swirling currents are etched along its length, glowing faintly with a blue-green light that intensifies when the bow is drawn. The weapon channels the raw, destructive force of the ocean, firing arrows of high-pressure water capable of cutting through stone and striking with the fury of the tides.

Forged by Gusuit, god of Dangers at Sea, Waves, Sea Monsters, and Whirlpools, this bow embodies the relentless strength of the ocean, offering its wielder unparalleled destructive and tactical power.

Type Damage Damage Range
Martial Ranged 1d12 + DEX +PROF +3 / 3d6 cold Piercing 150/600 ft



Created by

pjmc127.

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