Runechill hatchets are sized for Large creatures, but resizes so it can be wielded by Medium creatures as battleaxes or Small creatures as greataxes. Their blades are jagged and carved with Thassilonian runes, and the weapons always feel cold to the touch. A runechill hatchet otherwise functions as a +1 battleaxe, but once per day as a free action, its wielder can cause the runes on the blade to flare up with flickering cold blue light. For the next 5 rounds, the axe deals an additional +1d6 points of negative energy damage on a hit. Any creature that takes any amount of this additional negative energy damage must also succeed at a DC 12 Fortitude save or take 1 point of Strength damage. An undead creature struck by a runechill hatchet does not gain this negative energy as healing, but instead must make a DC 12 Will saving throw or flee as if panicked for 1d4+5 rounds.
Crafting cost: 2812 gpCraft Magic Arms and Armor, chill touch
- Pathfinder #4: Fortress of the Stone Giants
- Rise of the Runelords Anniversary Edition
See something wrong? Tell me and I'll fix it.