Hazirawn

Hazirawn
Weapon (greatsword), legendary, requires attunement
Abilities: Int 12(1) Wis 13 (1) Char 15 (+2)
Communication: Common, Draconic; Telepathy to 60’
Senses: Hearing and darkvision to 120’
Alignment: Nuetral Evil
Characteristics:
• Interaction – Hot Tempered
• Useful Knowledge – The Dragon Masks are part of the Dragon Queen’s plot
• Ideal – Balance between Order and Chaos; too much Order stifles creativity, too much Chaos hinders growth. Seek retribution against those who wrong you.
Special Purpose: Slay Living Dragons, Raise Dracoliches
Conflict DC: 14

You gain a +1 bonus on attack rolls and damage rolls made with this weapon, and you deal an extra 1d6 necrotic damage when you hit with the weapon. It instead deals 2d6 necrotic damage against living dragons.

Increased Potency. While you are attuned to this weapon, its bonus on attack rolls and damage rolls increases to +2, and a hit deals an extra 2d6 necrotic damage (instead of 1d6). It instead deals 3d6 necrotic damage against living dragons.

Spells. Hazirawn has 4 charges to cast spells. As long as the sword is attuned to you and you are holding it in your hand, you can cast detect magic (1 charge), detect evil and good (1 charge), or detect thoughts (2 charges). Each night at midnight, Hazirawn regains 1d4 expended charges.

Wounding. While you are attuned to the weapon, any creature that you hit with Hazirawn can’t regain hit points for 1 minute. The target can make a DC 15 Constitution saving throw at the end of each of its turns, ending this effect early on a success.

Alignment. Those who are good aligned take 1d6 necrotic damage for each round they hold Hazirawn.

Hazirawn

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