Weapon (maul), legendary (requires attunement)
This titanic hammer resembles a darkened globe of impenetrable black iron. You gain a +3 bonus to attack and damage rolls made with this magic weapon, which deals 4d12 bludgeoning damage instead of 2d6. This weapon deals double damage to objects and structures.
In addition, you can use an action to slam the maul into the ground, letting out a shockwave of force. Grounded creatures within 60ft of you must make a DC 25 dexterity saving throw. On a failure, they are knocked prone and take 16d12 bludgeoning damage, and on a success they take half as much bludgeoning damage. Creatues more than 60 feet away but less than 150 feet away make the save at a DC of 20, and take only 8d12 damage. Creatures more than 150 feet away but less than 600 feet away make the save at a DC of 15, and take only 4d12 damage. Structures within range take twice as much damage, and all ground within the radius becomes difficult terrain for creatures other than yourself. Once this feature has been used, it cannot be used again until its wielder has taken a short or long rest.
There are enemies that simply must be defeated, no matter the cost, whose downfall is paramount to all else. Against such threats, collateral damage is not only acceptable, but expected.