An evolution on the Unknown, a spiked iron ball on a chain may look good on paper, but in reality takes a lot of practice to use without hurting yourself or looking stupid.

Flail
Abilities
Unorganised
Bash - Weapon
A weapon with this property is especially devastating on a lucky hit. When the wielder lands a critical hit with this weapon, they may cause a limb on a living creature to go numb, causing one of the following effects:
- One of the creature's arms goes numb. Any weapons used by that arm may not be used on the wielder's next attack action, and if that arm is bearing a shield, then the creature loses that shield's AC bonus until the end of their next turn.
- One of the creature's legs is numbed, cutting their land speed in half until the end of their next turn.
- The target's wing goes numb, preventing them from flying until the end of their next turn. If they are flying already, then they fall to the ground harmlessly.
If a creature lacks one of the listed limbs, then they may not be targeted by that particular effect.
Dangerous - Weapon
This weapon is very difficult to control and can lead to the wielder accidentally harming themselves. On a natural 1 you do normal weapon damage to yourself.
Momentum - Weapon
Weapons that have the momentum property pack more of a punch the faster they move. When you make an attack, and land a hit, you may choose to deal no damage and build momentum for d3 turns. When building momentum your movement is halved. If you take damage or take any actions that are not an attack with the weapon you lose your momentum. If you succeed an attack you may expend your momentum. When you expend your momentum you deal weapon damage x momentum + 1d10 + modifiers.