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In the deepest reaches of the Obsidian Pits, a land untouched by light and hope, a pact was sealed among the reigning demon lords. Each, a manifestation of dark might and boundless ambition, came together with a singular vision: to craft a weapon that would symbolize their relentless thirst for power.

Using flames drawn from the pit's volcanic heart and frost from its darkest corners, they toiled. Their combined malice and energy imbued into every strike and every mold. From their efforts emerged the Mauls of Demonfire, each pulsing with an unnaturally cold flame, an embodiment of both destructive rage and chilling malevolence.

The Mauls quickly became symbols of dread, bringing devastation wherever they swung. Mortal realms trembled at their mention, and even the fiercest of warriors hesitated to cross paths with a wielder.

But such power, even in the hands of demon lords, came with its risks. The Mauls, infused with the raw essence of their creators, were as unpredictable as they were deadly. Tales whispered of lords overwhelmed by their own weapon's fury, consumed by the very flames they sought to control.

Centuries passed, and the tales of these Mauls have woven their way into legends, their origins discussed in hushed tones. Whether hidden in arcane vaults or held by powerful champions, the Mauls of Demonfire remain a testament to the dire ambition that thrives in the Obsidian Pits.

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Maul of Demonfire

Weapon (maul), legendary (requires attunement)

Fashioned from the core of a once-fiery volcano, this colossal maul bears a stone as large as a gravestone, crafted from hardened lava. It is etched with deep cracks, from which an green light pulses in steady rhythm. It's said that the energy originates from the abyssal realms, carrying a curse of energy that is called demonfire.

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

Demonfire. When you hit a creature with this weapon, it deals an additional 1d6 fire damage and 1d6 cold damage.

Charges. The maul contains 4 charges. You can use an action and expend a charge to unleash a 20-foot radius sphere of fire and ice centered on yourself. Creatures in the area must make a DC 18 Dexterity saving throw, taking 4d6 fire damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. The maul regains expended charges at dawn.

Awakened Power. When you reduce a demon prince to 0 hit points using this maul, the weapon's very core roars to life with unparalleled elemental rage. The damage dealt by Demonfire increases by 1d6 for both fire and cold damage. Furthermore, when you hit a creature with the maul, swirling embers and icy tendrils envelop the target, binding them in a nexus of flames and frost. At the start of each of its turns while bound, the creature must make a DC 18 Strength saving throw. On a failed save, it is restrained until the start of its next turn and takes an additional 1d6 fire damage from the embers and 1d6 cold damage from the frost.

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