Dark Moon Greatsword

Traits: Versatile P, Magical
Melee Martial Weapon (Swords)
Item Level: 15
Price: 18,837 gp
Base Damage: 1d12 S
Hands: 2
Bulk: 2
Group: Swords
Hardness: 14
HP (BT): 56 (28)
== Description: ==
This immense two-handed sword is nearly as tall as its wielder. Its lower blade is often somewhat dulled to allow it to be gripped for extra leverage in close-quarter fights.
=== Cold iron, high-grade ===
==== General ====
Weapons made from cold iron are deadly to demons and fey alike. Cold iron looks like normal iron but is mined from particularly pure sources and shaped with little or no heat. This process is extremely difficult, especially for high-grade cold iron items.
=== Armor ===
Cold iron armor sickens certain creatures that touch it. A creature with weakness to cold iron (such as most demons and fey) that critically fails an unarmed attack against a creature in cold iron armor becomes sickened 1. A creature with weakness to cold iron is sickened 1 as long as it wears cold iron armor.
=== Craft Requirements ===
The initial raw materials must include cold iron worth at least 10,000 gp + 1,000 gp per Bulk.
=== Weapon ===
Cold iron weapons deal additional damage to creatures with weakness to cold iron, like demons and fey.
=== Craft Requirements ===
At least 4,500 gp of cold iron + 450 gp per Bulk
=== Versatile ===
A versatile weapon can be used to deal a different type of damage than that listed in the Damage entry. This trait indicates the alternate damage type. For instance, a piercing weapon that is versatile S can be used to deal piercing or slashing damage. You choose the damage type each time you make an attack.
=== – Property Runes – ===
==== Frost (dc 24) ====
This weapon is empowered with freezing ice. It deals an additional 1d6 cold damage on a successful Strike. On a critical hit, the target is also slowed 1 until the end of your next turn unless it succeeds at a DC 24 Fortitude save.
==== Frost, greater (dc 34) ====
This weapon is empowered with freezing ice. It deals an additional 1d6 cold damage on a successful Strike. On a critical hit, the target is also slowed 1 until the end of your next turn unless it succeeds at a DC 34 Fortitude save. Cold damage dealt by this weapon ignores the target’s cold resistance.