Flail, Dire

Range Increment:?
SizeCost1DamageWeight1hpTemplate:ifexpr: 1 and 0 or 0 or 0 or 0 or 0 or 0 or 0 or 0 or 0
Small80 gp1d6/1d65 lb.5
Medium80 gp1d8/1d810 lb.10
Large160 gp2d6/2d620 lb.20
Collossal*6d6/6d6*160Template:ifexpr: 1 or 1 or 1 and 0 or 0 or 0 or 0 or 0 or 0 or 0 or 0 or 0


A dire flail is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a dire flail in one hand can?t use it as a double weapon?only one end of the weapon can be used in any given round.
When using a dire flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the opposed attack roll to avoid being disarmed if such an attempt fails).
You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the dire flail to avoid being tripped.


Dire Flail Material Enhancements
Steel80 gp680 gp510?
Adamantine?6,080 gp513Bypass hardness less than 20
Crystal, Deep?2,080 gp1030Psionic
Crystal, Mundane?{{{mccost|680 gp}}}825No rusting, not metal
Iron, Cold160 gp760 gp510Magical enchantments cost an additional 2,000 gp.
Mithral?5,080 gp5101/2 weight
Silver, Alchemical260 gp860 gp510−1 damage

  1. Masterwork weapons have a +1 enhancement bonus on attack rolls.
  2. The SRD gives neither this value nor a means to accurately determine it.
Magical/Psionic Weapon Enhancements
Bonus ValueAdditional Cost1Hardness Increase2Additional hp2
+1+Template:formatnum: -- template expr: 40 50 gp+2+10
+2+Template:formatnum: -- template expr: 160 50 gp+4+20
+3+Template:formatnum: -- template expr: 360 50 gp+6+30
+4+Template:formatnum: -- template expr: 640 50 gp+8+40
+5+Template:formatnum: -- template expr: 1000 50 gp+10+50
+6+Template:formatnum: -- template expr: 1440 50 gp3+12+60
+7+Template:formatnum: -- template expr: 1960 50 gp3+14+70
+8+Template:formatnum: -- template expr: 2560 50 gp3+16+80
+9+Template:formatnum: -- template expr: 3240 50 gp3+18+90
+10+Template:formatnum: -- template expr: 4000 50 gp3+20+100
+11 or more+ bonus × bonus
× Template:formatnum: -- template expr: 400 50 gp
+ enhancement bonus × 2+ enhancement bonus × 10

  1. Increase total cost for magical enhancement by 2,000 gp for cold iron weapons.
    This is the extra cost of enchanting only one head. Calculate the extra cost as if each head were a separate weapon.
  2. Unlike the additional cost, the increase the weapon's hardness and hit points are only gained from its enhancement bonus, not its special abilities.
  3. If the weapon has a magical bonus greater than +5 or a special ability worth more than +5, the weapon is epic. Multiply magic cost by 10.

[top]See Also

System Reference Document -> Equipment (SRD) -> Weapon Descriptions (SRD Equipment)
This article is a D20 reference page
The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.

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