Formerly known as Akuma, Dark Luck, the blade was shattered and reformed during the soul cleaving of the cambion Zicro Dreo. The weapon mirrors it's creator's refocusing as a spellcaster after losing his physical might and now possesses the demonic ability to devour souls in an effort to fill the void in its essence. This serpent-shaped adamantine spear counts as an arcane focus for you. You have a +3 bonus to attack rolls and damage rolls you make with this magic weapon, which has the finesse weapon property. If you are proficient with spears or daggers, you are proficient with Akuma.
Whenever you slay a creature with an attack using the spear, the creature’s soul is imprisoned inside the spear, and that creature can be restored to life only by a wish spell or divine intervention. The spear can hold a maximum of five souls.
For each soul imprisoned in the spear, your attacks with it deal an extra 1d4 fire damage on a hit. While the spear is within 5 feet of you, your dreams are haunted by whispers from the trapped souls.
Siphon Vitality. As a bonus action, you can release any number of stored souls from the spear to regain 1d10 hit points per soul released.
Soul Feast. If the spear holds five souls, you can use this property: As a reaction immediately after you hit a creature with the spear and deal damage to that target, Akuma can devour all five souls. If the target now has fewer than 75 hit points, it must succeed on a DC 18 Constitution saving throw or die. If the target dies, you can’t use this property again until the next dusk.
Fell Wind. You vanish and a line of searing wind up to 30 feet long and 5 feet wide emanates from your space in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 6d10 fire damage on a failed save. You can release a soul to change the damage to necrotic. You then teleport to an unoccupied space you can see within 5 feet of the end of the line and can immediately repeat this effect one more time. Once used, this property can’t be used again until the next dusk.
Summon Essence. You can use an action to call forth a serpentine fire demon that embodies Akuma. The fire demon appears in an unoccupied space within 60 feet of you. You have a telepathic link with it as long as you possess Akuma the weapon. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. If you issue no command, it spends its turn attacking demons or any creature within reach that has attacked it. It remains for 1 hour, until it drops to 0 hit points, is separated by a different plane from the weapon, or until you dismiss it as an action. Once used, this property can’t be used again until the next dusk.
Howl of Hatred. You can use a bonus action to channel your and Akuma's shared pain, unleashing a terrifying shriek of agony from it. Each creature within 30 feet that can hear you must make a Wisdom saving throw. On a failed save, it takes 5d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. Creatures that can't be frightened are immune to this effect. Once used, this property can’t be used again until the next dusk.
Essence Bond. As long as you are on the same plane of existence as Akuma, you know how far it is and in what direction it lies. As a bonus action, you can try to call Akuma to your hand if you are separated from it. If Akuma is within 500 feet of you, it flies to your hand. If there are physical barriers between you and Akuma, it follows the shortest, most direct physical route to you. If Akuma is held or carried by a creature, you must make an ability check with your spellcasting ability with Advantage (unless Akuma wills otherwise) contested by that creature's Strength check. If you succeed, you pull Akuma away from that creature and it flies to your hand.
Sentience. Akuma is a sentient chaotic evil weapon with an Intelligence of 11, a Wisdom of 10, and a Charisma of 19. It hears out to a range of 60 feet. The weapon communicates by transmitting emotions, sending an unpleasant burning sensation through the wielder’s hand when it wants to communicate something it has sensed. It can communicate more explicitly, through visions or nightmares, when the wielder is either in a trance or asleep. Akuma hungers for souls as well as demonic essence and demands to feed when either are sensed.
Personality. Akuma is a demonic weapon embodying hatred and bitterness. Its soul was once one with its creator, but when the essence of the artifact, Angdrelve, was cleaved from them both, a separate sentience was born. The weapon takes no joy in its newfound independence and quietly yearns to somehow reunite with the Wave of Sorrow. It resents its creator for his choice in separating them yet stands with him all the same, their souls inextricably linked but no longer entwined. Akuma has recently recovered its sanity and gained newfound strength by consuming demonic essence and souls.
Proficiency with a Spear 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.
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Notes: Bonus: Magic, Weapon Property: Finesse, Proficiency: Spear, , a spellcaster with demonic heritage, Summoning, Damage, Combat, Shapechanging, Thrown, Versatile, Sap
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