Magic Weapon. Aethershred is a magic weapon that grants a +3 bonus to attack and damage rolls made with it.
Sentient. While all eleven of the Lenga’Hiduis are sentient, not all of their personalities are as forceful or interested in controlling their wielders as Aethershred is.
- It has an Intelligence of 12, a Wisdom of 12, and a Charisma of 18.
- It communicates telepathically with its bearer or wielder.
- It has hearing and true seeing out to 120 feet, and can choose to share its true seeing with its wielder.
- Its alignment is chaotic evil.
- It craves destruction and goads its user to fight arbitrarily.
- It demands that its wielder attack anyone it finds repugnant, which is almost every living thing (DC 18 Wisdom check to not find repugnant). It will attempt to take control of its wielder to carry this out if necessary, but only may attempt once per creature. If it fails, the creature can no longer be targeted by Aethershred's takeover will.
- Its control ignores immunity to the charmed condition. If taken over, the wielder has to make 1 round of attacks on the target at the top of their turn.
- Wielder can choose to fail DC 10 Constitution saving throw to be taken over or roll to subside effects of the takeover.
Arcane Projectiles. When you expend an arrow to attack with Aethershred, it deals an additional 1d8 force damage on a hit. You can make a ranged attack with Aethershred without expending ammunition, in which case it deals 1d8 + your Charisma modifier force damage on a hit.
To the Slaughter. Aethershred has 11 charges. When you hit with a ranged weapon attack using Aethershred, you can deal 1d10 additional poison damage for every charge expended. Alternately, when you hit with a ranged weapon attack using Aethershred, you can spend 5 charges to deal your normal weapon damage and also cast disintegrate on the target, ignoring the spell’s range. Aethershred regains its full complement of charges at midnight, and regains 1 charge whenever a target that you damaged in your current or most recent turn is reduced to 0 hit points.
Preserve the Archer. If Aethershred controls its wielder, it can restore 5d8 temp hit points to its wielder at the start of its wielder’s turn, resolved before the wielder rolls a death saving throw. If its wielder would be killed, it instead suffers a failed death saving throw that persists until it finishes a long rest, and regains hit points equal to half its normal maximum hit points. When the wielder has 3 failed death saves, they are dead and cannot be resurrected by any spell short of true resurrection.
Destroying Aethershred. The only sure way to destroy Aethershred is to sunder it upon the Sacrificial Forge. This requires a way to transport it to the Sacrificial Forge against the will of its bearer. The soul within Aethershred can manifest and wield Aethershred while in the presence of the Sacrificial Forge, and it attempts to kill those who would destroy it.
Proficiency with a Longbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Notes: Can only be fired by attuned wielder (Apollo Akrivis). If picked up by someone the wielder deems an enemy, the creature immediately makes a DC 15 Constitution saving throw. Deals 3 D4 damage and drops Aethershred if failed., Ammunition, Heavy, Range, Two-Handed, Slow
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