Blood Spear
Kavan was a ruthless Uthgardt chieftain whose tribe lived in the Balinok Mountains centuries before the arrival of Strahd von Zarovich.
Kavan is said to have been the first Vampire ever created on Toril among the native species (there were other vampires on Toril, but they were either not natively from Toril, or were not of a native species, i.e. human), but even before he became a vampire, he slept during the day and hunted at night, he drank the blood of his prey, and he lived underground in caverns.
Ironically, Kavan's tribe would later become known as the "Wolf Tribe" and would become afflicted with Lycanthropy which would spread among members of the tribe, but their strong bond with Wolves likely began because of Kavan's ability to command wolves.
In battle, he wielded a spear stained with blood. His was the first blood spear, a weapon that drains life from those it kills and transfers that life to its wielder, imbuing that individual with the stamina to keep fighting.
Type
PolearmSubtype
Elven Double-Spear (both ends of the spear deal piercing damage, otherwise normal spear)Damage
1d4+1 (1d6+1 if wielded in two hands) +1d4 necrotic damage (user is healed by this amount of the victim is alive and biologically functions similarly to a human, including having blood)Traits
Thrown (Range 30/120), Two-Handed (1d6), Accurate, Agile (if dual-wielded using Polearm Mastery), Balanced (if dual-wielded using Polearm Mastery), Finesse, Reach (if used in two hands using Polearm Mastery), Step, Maneuver (Trip)Magical Effect
If you kill a creature with this spear, and that creature fulfilled the requirements that would allow you to regain health from stabbing them with the spear, the wearer becomes affected by Kavan's Curse for 1 hour. This is cumulative for each creature killed to a maximum of 6 hours The Curse of Kavan makes the wearer take on a milder form of the Vampiric Weaknesses:- Sunlight: The Cursed Individual has disadvantage on vision based perception checks in daylight and feels general discomfort in sunlight, making it impossible to take a short or long rest during the day until the Curse wears off.
- Running Water: If the character wishes to cross running water, they must pass a DC 15 Wisdom Save or take 1d6 of Psychic damage for each round spend crossing the water.
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