Player > Weapon > Melee > Tomb claw, lich
Damage: 12d4 P & C
Special: Necrotic, powered (capacity 20, usage 1)
Corpse Fleet officers directing hordes of converted covet these wicked talons. Powered by a built-in energy pack, these melee weapons resemble skeletal claws made of bone and steel. The claw weeps frost in areas with an atmosphere, and its touch freezes the skin of any living creature it strikes.
|Tomb claw, skeletal||Advanced||2||777||1d4 P & C||—||1||Necrotic, powered (capacity 20, usage 1)||DS03 p.48|
|Tomb claw, ghoulish||Advanced||7||6510||2d4 P & C||—||1||Necrotic, powered (capacity 20, usage 1)||DS03 p.48|
|Tomb claw, vampiric||Advanced||12||36330||5d4 P & C||—||1||Necrotic, powered (capacity 20, usage 1)||DS03 p.48|
|Tomb claw, lich||Advanced||16||170100||12d4 P & C||—||1||Necrotic, powered (capacity 20, usage 1)||DS03 p.48|
A melee weapon with an internal battery that must be charged to function has the powered special property, which lists its capacity and usage. Unlike with a ranged weapon, the usage is for 1 minute of operation rather than per attack, though using a powered weapon for less than 1 full minute still expends 1 full usage. The number of charges expended is equal to the usage × the number of minutes the weapon is used, rounded up to the nearest minute. You can activate the power of the weapon as part of the action used to make an attack with it, and it automatically deactivates after 1 minute.
As with ranged weapons, you can recharge the battery of a powered melee weapon using a generator or a recharging station, or you can purchase new batteries for it. If you try to attack with a powered weapon that’s out of charges, it functions as an improvised weapon (see page 169).
A necrotic weapon deals cold damage infused with negative energy. Creatures immune to negative energy (such as the targets of a death ward spell) are immune to the cold damage of a necrotic weapon, and the cold damage of necrotic weapons affects only living creatures. Undead creatures targeted by a weapon with this property not only take no damage from the cold but also gain temporary Hit Points equal to the weapon’s item level. These temporary Hit Points last for 10 minutes, until expended, or until the undead gains a larger number of temporary Hit Points from a necrotic weapon. A creature can benefit from only one source of temporary Hit Points from a necrotic weapon at a time.