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Kaiju Killer

Weapon (kusarigama), rare

Component: pouch of Monstrosity (kongo-kabuto) claws

Not even death can abate a kongo-kabuto’s instinctive urge to battle mighty kaiju. This lingering desire for glorious combat manifests itself in weapons crafted from its chitinous body, whose true power can only be unleashed when facing a larger foe.

Caustic Counterweight. The counterweight attached to this kusarigama is spiked and secretes potent acid. Attacks made with the counterweight deal piercing damage instead of bludgeoning damage, and deal an extra 1d6 acid damage on a hit.

Kabuto’s Claw. While holding this weapon, you can use a bonus action to mark a creature that is at least one size larger than you that you can see within 30 feet of you as your sworn target. When you do, the weapon transforms, its haft and blade alike elongating into a full-sized scythe. In this state, the weapon has the reach property and its damage die becomes a d12. You must use both hands to hold it by the haft, but the chain connected to the counterweight animates and strikes at your command, allowing you to still make attacks with the counterweight as a bonus action. You can make one such attack as part of the bonus action used to activate this property. The transformation lasts for 1 minute, until your sworn target is reduced to 0 hit points, or until you use this weapon to attack a creature other than your sworn target. Once this property of the kusarigama has been used, it can’t be used again until the next dawn.

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Uncommon variant: Reduce the extra acid damage to 1 and the damage die of the transformed weapon to a d10.

Very rare variant: You gain a +1 bonus to attack and damage rolls made with this magic weapon. While transformed, the weapon deals an extra 1d6 acid damage to any target it hits (2d6 in total for the counterweight).

Legendary variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. While transformed, the weapon deals an extra 1d6 acid damage to any target it hits (2d6 in total for the counterweight). If the weapon’s transformation ends as a result of your sworn target being reduced to 0 hit points, roll a d4. On a 3 or higher, you can use this property again before the next dawn.

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Kusarigama

Kusarigama are martial melee weapons consisting of a sickle attached to a heavy counterweight by a metal chain. They have the two-handed property, deal 1d6 slashing damage on a hit, and count as monk weapons. They also have the special: counterweight property.

Special: Counterweight. While wielding a kusarigama, you can use a bonus action to attack with its counterweight. This attack has a reach of 10 feet and deals 1d4 bludgeoning damage on a hit. You don’t add your ability modifier to the damage of this attack, unless that modifier is negative.

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Feat: Kusarigama Master

You add your ability modifier to the attack made with a kusarigama’s counterweight. In addition, when you make this attack against a Medium or smaller target, you can choose to deal no damage. If you do, the target makes a Strength (Athletics) or Dexterity (Acrobatics) check (target’s choice), contested by your attack roll. If it fails the check, choose one of the following effects:

The target is disarmed of one weapon of your choice, which is pulled towards you and falls at your feet.

The target is knocked prone.

The target is pulled 5 feet towards you. If that leaves it within your reach, it’s grappled by you.

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Dan Brown

The art for this is missing from the Google Drive.