I made this intelligent weapon for an upcoming GREYHAWK campaign. It's a first draft i look to perhaps refine it Any thoughts?
Ssylyss Weapon (snakewhip), legendary (requires attunement by a neutral or evil creature) Hidden in the Amedio Jungle, Ssylyss was found among snakes centuries
ago. It's a long black snakewhip of Touv manufacture, braided with features
similar to snake scales and head for pommel. It’s wipping lash loudly when
cracked. You gain a +2 bonus to attack and damage rolls made with this magic
weapon. It has the following additional properties.
Mark. It bears the discreet mark of a snake coiled around a skull
at its base. This weapon can be used as a holy symbol of Meyanok, the Touv
god of serpents, poison, discord, darkness, and famine.
Guardian. Ssylyss whispers warnings to you, granting a +2 bonus to initiative.
Possessive. Ssylyss is your weapon of choice. It demands attunement when
first wielded, and it doesn't allow you to attune to other weapons.
Crawl. Ssylyss can slowly move with a speed 10, swim 10.
Famine. While attuned to Ssylyss. food you carry perish twice faster. Insatiable,
you constantly feel hunger or thirst.
Constrict. When you hit with a melee attack using Ssyllyss, you can grapple
the target (escape DC 13) and pull it 5 feet closer to you. Until this grapple
ends, Ssylyss must be wielded and can't be used to attack.
Venom. While attuned to Ssylyss, you have advantage to saving throws
against poison effects and resistance to poison damage. Once per day, you
can use an action to cause thick, black poison to coat the whip tip.
The poison remains for 1 minute or until an attack using this weapon hits
a creature. That creature must succeed on a DC 13 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute.
Snakecharm. Seasonally, Ssylyss attempts to take control of you to sacrifice creatures
to Meyanok. Make a DC 13 Charisma saving throw. On a failed save, you are
charmed by Ssylyss for 1d12 hours. While charmed, you must try to follow its commands.
If you take damage, you can repeat the saving throw, ending the effect on a success.
Sentience. Ssylyss is a sentient neutral evil weapon with an Intelligence of 10,
a Wisdom of 12, and a Charisma of 13. It has hearing and darkvision out to a
range of 60 feet. The weapon can speak, read, and understand Common, Touv
and Sylvan. It speaks in a hissing whisper. Personality. Ssylyss is seductive, manipulative, persuasive and insightful.
It's also reclusive, avoiding dealing with strangers openly being suspicious.
The snakeship's purpose is to kill or sacrifice creatures to Meyanok.
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I made this intelligent weapon for an upcoming GREYHAWK campaign. It's a first draft i look to perhaps refine it Any thoughts?
Ssylyss
Weapon (snakewhip), legendary (requires attunement
by a neutral or evil creature)
Hidden in the Amedio Jungle, Ssylyss was found among snakes centuries
ago. It's a long black snakewhip of Touv manufacture, braided with features
similar to snake scales and head for pommel. It’s wipping lash loudly when
cracked. You gain a +2 bonus to attack and damage rolls made with this magic
weapon. It has the following additional properties.
Mark. It bears the discreet mark of a snake coiled around a skull
at its base. This weapon can be used as a holy symbol of Meyanok, the Touv
god of serpents, poison, discord, darkness, and famine.
Guardian. Ssylyss whispers warnings to you, granting a +2 bonus to initiative.
Possessive. Ssylyss is your weapon of choice. It demands attunement when
first wielded, and it doesn't allow you to attune to other weapons.
Crawl. Ssylyss can slowly move with a speed 10, swim 10.
Famine. While attuned to Ssylyss. food you carry perish twice faster. Insatiable,
you constantly feel hunger or thirst.
Constrict. When you hit with a melee attack using Ssyllyss, you can grapple
the target (escape DC 13) and pull it 5 feet closer to you. Until this grapple
ends, Ssylyss must be wielded and can't be used to attack.
Venom. While attuned to Ssylyss, you have advantage to saving throws
against poison effects and resistance to poison damage. Once per day, you
can use an action to cause thick, black poison to coat the whip tip.
The poison remains for 1 minute or until an attack using this weapon hits
a creature. That creature must succeed on a DC 13 Constitution
saving throw or take 2d10 poison damage and become poisoned for 1 minute.
Snakecharm. Seasonally, Ssylyss attempts to take control of you to sacrifice creatures
to Meyanok. Make a DC 13 Charisma saving throw. On a failed save, you are
charmed by Ssylyss for 1d12 hours. While charmed, you must try to follow its commands.
If you take damage, you can repeat the saving throw, ending the effect on a success.
Sentience. Ssylyss is a sentient neutral evil weapon with an Intelligence of 10,
a Wisdom of 12, and a Charisma of 13. It has hearing and darkvision out to a
range of 60 feet. The weapon can speak, read, and understand Common, Touv
and Sylvan. It speaks in a hissing whisper.
Personality. Ssylyss is seductive, manipulative, persuasive and insightful.
It's also reclusive, avoiding dealing with strangers openly being suspicious.
The snakeship's purpose is to kill or sacrifice creatures to Meyanok.