Weapon Legendary
Atrax functions as a glaive +3 at its simplest, but when a vanquisher attunes to the weapon, they unlock other powers. The save DC for Atrax's abilities are 15. Force of Personality. While wielding Atrax, you may add Atrax's Charisma bonus (+3) in addition to your own Charisma bonus to the save DC of any kensei abilities you use. Arachnid. Atrax functions as a cloak of arachnida, except the web spell may be used 3 times per day. Inject Poison. When you hit a target with Atrax, the target must make a Constitution saving throw or take 2d6 poison damage and be poisoned for an equal number of rounds. While it is poisoned, the target suffers 1d6 points of poison damage at the beginning of its turn. Spider Swarm. You may cast Insect Plague once per day, except the locusts are spiders instead. Demonic Release. As an action, you can summon a vestige of the demon sealed within Atrax to your side to fight for you. The demon uses the stats of a goliath spider. If the vestige kills a foe, it devours the victim's soul if the victim was CR 15 or level 15 or higher. It gains a +1 bonus to its Charisma for each soul it consumes. This bonus is reduced by 1 per day it does not consume another soul. The vestige remains for up to an hour or when dismissed. Once used, the demon cannot be released until you finish a short or long rest. While released and until you take a rest, Atrax functions only as a +3 glaive. Sentience. Atrax is a sentient atgeir with a 13 Intelligence, 10 Wisdom, and 16 Charisma. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and write Common and Abyssal. Personality. Atrax wishes nothing more than to free itself from its prison in the atgeir. To these ends, it attempts to force its wielder to release its vestige from the weapon to slay those with powerful souls. The vestige then devours the souls, feeding the power to Atrax. The weapon believes that if its vestige consumes enough souls and power in a short enough time, it will be able to break free of the weapon and reform its body. Whenever fighting a foe of CR 15 or level 15 or higher, Atrax demands its vestige be released from the weapon. If refused, it comes into conflict with its wielder and repeats its demand if it succeeds. Should the wielder still refuse, the weapon will try to take control of their body and release its vestige. Destroying Atrax. The atgeir can be destroyed by submerging it completely in a universal panacea for 10 years. At the end of this period, the demonic spirit will be destroyed and the atgeir will dissolve. The universal panacea will be turned into black sludge which then transforms into 10 black puddings. Alternately, should Atrax's Charisma reach 30, it will have gained enough power to break free from its seal. The atgeir will explode in a shower of poisonous shards and Atrax will manifest in the area.
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial Melee | 1d10+3 / 1d10+3 | Slashing |
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