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Hellfire Halberd

Hellfire Halberd
Weapon (halberd), very rare (requires attunement by a creature of non-chaotic alignment)

Forged in the fires of hell and quenched in demon blood, these weapons are wielded by devils in their endless war against demons. You have a +2 bonus to attack and damage rolls made with this magic weapon. The halberd deals an extra 1d10 slashing damage to demons.

Each halberd is unique, suffused with the power of the demon whose blood boiled to create it. Roll a d8 and consult the table below to determine which demon’s properties are imbued into this halberd:

  1. Dretch. While holding the halberd, you can use a bonus action to emit a 10-foot radius of disgusting green gas. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 16 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions. Once this property of the halberd has been used, it can’t be used again until the next dawn.
  2. Quasit. While holding the halberd, you can use an action to cast the polymorph spell from it, targeting only yourself. When cast in this way, you can only transform into a bat, giant centipede, or toad, and you retain your Intelligence, Wisdom, and Charisma scores. The toad uses the statistics for a frog, but its swim speed is 40 feet. Once this property of the halberd has been used, it can’t be used again until the next dawn.
  3. Vrock. While holding the halberd, you can use a bonus action to emit a horrific screech. Each creature within 20 feet of you that can hear you must succeed on a DC 16 Constitution saving throw or be stunned until the end of your next turn. Once this property of the halberd has been used, it can’t be used again until the next dawn.
  4. Hezrou. You have resistance to cold and fire damage while the halberd is on your person.
  5. Glabrezu. While holding the halberd, you can use an action to cast one of the following spells from it (save DC 16): darkness, detect magic, or dispel magic. Once a spell has been cast using the halberd, that spell can't be cast from it again until the next dawn.
  6. Nalfeshnee. While holding the halberd, you can use a bonus action to emit scintillating, multicolored light. Each creature within 15 feet of you that can see the light must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. Once this property of the halberd has been used, it can’t be used again until the next dawn.
  7. Marilith. While holding the halberd, you can use a bonus action to magically teleport, along with any equipment you are wearing or carrying, up to 120 feet to an unoccupied space you can see. Once this property of the halberd has been used, it can’t be used again until the next dawn.
  8. Balor. While holding the halberd, you can use a bonus action to activate a fiery aura that surrounds you for 1 minute. At the start of each of your turns for the duration, each creature within 5 feet of you takes 2d6 fire damage, and flammable objects in the aura that aren't being worn or carried ignite. Once this property of the halberd has been used, it can’t be used again until the next dawn.

If you slay one of the aforementioned demons with the halberd, you can choose to replace the halberd’s demonic property with the property that corresponds to the slain demon. This change lasts for 1d8 days before reverting.

There’s nothing like the smell of piping hot demon blood to start your morning.

Hellfire Halberd Hellfire Halberd Hellfire Halberd Hellfire Halberd

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