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🪓💀🩸 In a realm shadowed by malevolence, the archdevil Barogoron reigned supreme, his cruelty and cunning known throughout the lower planes. His dominion was unquestionable, but his ambition was insatiable. Wishing to manifest his supremacy in a tangible form, Barogoron commissioned the construction of a weapon, one that would be unparalleled in both might and terror.

The greatest infernal smiths labored incessantly, melding forbidden arts with their craft. The spine of a revered devil, known for its strength, was chosen for the handle. For the blade, they selected the skull of another devil, a treacherous lieutenant that Barogoron personally vanquished, symbolizing the fate of all who would dare to defy him.

However, the most unsettling aspect of this sickle was the perpetual drip of a mysterious red substance from its tip. Rumors suggest that it's the essence of all the souls Barogoron has tormented, forever weeping from the sickle. 🪓💀🩸

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Barogoron’s Sickle

Weapon (sickle), legendary (requires attunement by a non-good aligned creature)

This morbid sickle melds the bone-white rigidity of a devil's spine for its handle with the sinister curve of its skull forming the blade. A continuous drip of thick, crimson substance falls from the blade's tip, leaving a residue of malevolence in its wake.

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

Barogoron's Venom. When you hit a creature with this weapon, it takes an extra 2d8 necrotic damage. At the start of each of its turns, while affected, the target must make a Constitution saving throw (DC 18). On a failure, the creature takes 3d8 poison damage and becomes poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Bloodbond Ritual. As an action, you can cut your own hand with the sickle, sacrificing your blood. Skeletal hands (use crawling hands for statistics) rise from the ground, grasping at creatures within a 15-foot cube centered on you. The hands move with you, maintaining their position relative to you. Each creature in that area must make a Strength saving throw (DC 18). On a failure, the creature takes 2d6 necrotic and 2d6 poison damage and is restrained. The restrained creature can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check (DC 18), freeing itself on a success. The hands remain for 1 minute or until you fall unconscious. You take 1d6 necrotic damage at the start of each of your turns while the hands persist.

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