Leviathan (Weapon)

Leviathan
+1 Trident (Epic - requires attunement) Type: Martial Melee Weapon Weight: 4lbs Damage: 1d6 piercing Properties: Versatile (1d8), Thrown (range 30/60), Versatile Reach

 Magical Effects 

Versatile Reach: As a free action, you can enable or disable the Reach property with this weapon.

Aquatic Affinity: While this weapon is wielded, you are able to breathe water, and your swim speed is doubled. If you do not have a set swim speed, your swim speed becomes double your normal speed. In addition, melee attacks you make against non-aquatic creatures are at advantage if you are underwater.

Rimesmite: When throwing this weapon, you can have it throw out an imitation of the weapon made out of ice, rather than the weapon itself. This causes the throw to deal its damage as cold damage, and also allows you to keep the actual weapon on hand. While underwater, the throwing range is doubled.

Hydra Breath: Once per day, you can invoke this weapon to eject an icy mist in a 20-foot cone in front of you. Creatures in the cone must take a Dexterity save (DC 16), taking 6d8 cold damage on a failed save, or half as much on a successful one. Creatures must also make a Strength save (DC 16), and upon failing the save they are either frozen (incapacitated) for 1d4 rounds if they failed their Dexterity save, or Restrained for 1d4 rounds if they succeeded their Dexterity save. Frozen creatures reattempt their save at the beginning of their turns. Creatures that avoid all damage from succeeding Dexterity saves due to a class feature, such as Evasion, do not need to make the Strength save if they succeeded the Dexterity save. Creatures that are wet or underwater make all these saves at disadvantage.

Without attunement, the weapon does not benefit from any magical effects, and is treated as a standard Trident. This precious weapon was guarded by a mighty beast in the underwater tunnel networks afore the lair of the Guardian of the Water Mask. The head of this three-pronged pole is made of an iridescent metal, and the shaft of a teal, scaly material. The outer two prongs curve inward and away from the center, and a round sapphire gem is inlaid within the center of the base of the head. Aside from its magical effects, there is a turning mechanism towards the bottom half of the shaft that, when adjusted, extends the shaft outward at the base of the head, allowing the weapon to make reach attacks.