Thrym's Headsplitter

This fearsome weapon is an oversized, curved, extremely heavy slab of darksteel, with a huge, curved blade on one side, and a heavy hammerhead on the other. It is nearly black in color, with the tell-tall mottling of adamantite worked into the iron. It isn't clear how it was originally meant to be wielded, but when mounted on a hefty shaft, it makes a fine poleaxe, doubling as a warhammer.

Statistics

Base Weapon

As a poleaxe: two-handed, 1d12 slashing damage, 20 critical range, 10-ft reach

As a hammer: two-handed, 1d12 bludgeoning damage, 20 critical range, 10-ft reach
Craftsmanship

Fine (+1 to hit and damage, +1 enhancement slot)

Material

Darksteel (ignores hardness, resistance, or DR granted by lesser materials), nigh-indestructible

Enhancement slots

2 (not yet filled)

Special powers

See below

Dwarven runes are engraved in the weapon, which invoke the name of Thrym, lord of the ancient Frost Titans. Its powers shouldn't be too surprising then.

Power Description
Frost Power

As a free action, you can set the intensity of the weapon's frost effect, from zero to the maximum of 3. The higher the Frost Power, the more powerful the weapon becomes, but the more detrimental it is to the wielder. See below.

Frost Aura

At Frost Power 1 or higher, the weapon exudes a terrible chill, causing all creatures within 10 ft per Frost Power to suffer -1 (per Frost Power) to movement speed, including the wielder.

Frostbite

At FP 2 or higher, the bitter cold of the weapon causes 1d6 frost damage per FP on turn start to all creatures within 10 ft per FP (including the wielder). If, upon suffering this damage, the target happened to be at 50% or less HP, they become rooted in place, unable to take move actions (Str ends).

Frozen Heart

At FP 3 or higher, the icy grip of death claws its way into the hearts of all creatures within 10 ft per FP of the weapon, causing them to suffer 1 point of temporary Con loss per FP on turn start. These lost points regenerate at a rate of 1 per 10 minutes spent in a warm environment. If a creature is reduced to 0 Con by this effect, they die, and are frozen solid. (Keep track of all points of Con damage you inflict with this ability in a given encounter.)

Frost Wave

Single action; you swing the axe blade, causing a wave of frost to spring forth. Roll normal damage for the weapon; you inflict that amount, +100% per FP above 1, to all creatures in a 30-ft cone.

Shattering Blow

Single action, target must be rooted or frozen; you bring down the hammer, inflicting double normal damage to the target, ending the root or frozen effect, and causing a burst of icy shards in a 10-ft radius, inflicting normal weapon damage as piercing damage to all creatures (including yourself).

Frostfire Explosion

Single action; you cause an explosion of burning frost to leap from the hearts of all within 30 ft who have suffered damage from Frozen Heart (except yourself, in this case). They suffer 1d10 frostfire damage per point of Con damage they've already suffered. (Frostfire inflicts damage as frost or fire, whichever is more advantageous to you)

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