Fangzahn des Blutlords in Ah'shi'berö | World Anvil
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Fangzahn des Blutlords

Weapon (cane sword) artifact (requires attunement)   Martial weapon, melee weapon   2 lb   1d8 Slashing   As the third artifact created by the vampire kaiser Zander, the Fangzahn des Blutlords, Fang of the Blood Lord, represents his drive for civility and refinement. This cane sword of shadow steel, ivory, and vampiric blood magics has a handle in the shape of a bat whose wings grow and protect the hand of the wielder when drawn from the body of the cane. The body of the cane then swirls with an aura of shadow magic blurring the edges of the attunes form increasing their AC by 1 while they have it on their person. This weapon is the mark of station for the Kommandant der Steine.  

-Eternal Regality-

While attuned to this item the attuned has a constant and notably enhanced Prestidigitation effect on them keeping them and their clothing clean and mended.  

-Bite of the Blood Lord-

This cane sword grants a +4 on attack and damage rolls made with it. When hit with this weapon the creature takes an additional 2d6 bleeding damage. If the target is a vampire or vampire-kin they take an additional 1d6 bleeding damage.  

-Blood Thrall-

Whenever this weapon deals bleeding damage to a creature that creature makes a Constitution Saving Throw vs DC 25. On a successful save nothing happens. On a failed save, the blood from the bleeding damage that triggered the save begins to bubble and grow into a Blood Thrall. The Blood Thrall is a golem made out of blood that has the appearance, natural abilities including Immunities and Vulnerabilities, and Ability Scores, except Intelligence which is 5, of the creature who took the Bleeding Damage. Vampires and vampire-kin have Disadvantage on the Saving Throw.   Thralls can't use natural abilities that involve sunlight.   The Blood Thrall has 1/4th of the creature’s total Hit Points and Proficiency Bonus, rounded down (min 0), when rolling attacks, Saving Throws, or Skill Checks. The Blood Thrall obeys all orders given to it by the attuned and while the attuned has this weapon on their person they can give orders to the Blood Thralls telepathically. The Blood Thralls take 10D8 damage every round they are exposed to sunlight.   The attuned may have a number of Blood Thralls active at one time equal to 4+their Proficiency Bonus.  

-Blood Manipulation-

This weapon has 6 charges. It recovers 1d6 charges each sunset unless it is bathed in vampire blood then it recovers all charges at sunset. The attuned may use one charge to activate one of the following effects:   Strengthened Thrall. When making a Blood Thrall you may use a bonus action to spend a charge from this weapon. If you do the Blood Thrall has half the creatures total Hit Points and Proficiency Bonus rounded down (min 0) instead.   Blood Spike. While the attuned has this weapon on their person they may, as an attack action, shoot a 12 inch (30.48 cm) long blood spike at a creature they can see within 120ft. The attuned makes an attack roll with this weapon vs the target’s AC. On a hit the target takes 1d8 piercing damage and 2d6 bleeding damage. If the target takes bleeding damage from this attack, they make a Constitution Saving Throw vs the amount of bleeding damage done at the start of each of their turns. On a failed save, they take an additional 1d6 bleeding damage. On a successful save, the bleeding stops. Vampires and vampire-kin have Disadvantage on the Saving Throw. Bleeding damage from this effect can activate Blood Thrall.   Blood Wings. As a standard action the attuned may summon wings of blood to appear on their back. The attuned gains a flight speed of 60ft for 8 hours or until they come into contact with sunlight.   Bat Familiar. As a bonus action the attuned may turn the cane sword into a magical bat familiar. The attuned can do all the normal things one can do with a familiar. While transformed the cane sword is still considered an artifact. The attuned may turn the cane sword back into a weapon as a free action without needing to spend another charge. If this cane sword is exposed to sunlight while in the bat form it immediately transforms back.  

-Finesse-

When making an Attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls.  

-Destroy the Cane Sword-

To destroy this artifact, it must be devoid of all charges after being left in sunlight for 7 straight days. Once that is complete a creature need only plunge the blade into the heart of a greater filth demon as the killing blow. If the blade at any point before being plunged into the heart of a greater filth demon comes into contact with blood it regains all its charges and the process must be started again.

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