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. The demonic sentience Akuma is a warped shadow of it's former existence and is in constant pain, it has been driven to utter madness and primarily seeks to inflict its suffering on others. This serpent-shaped adamantine spear counts as an arcane focus for you. You have a +1 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. This warped length of adamantine can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. While you wield Akuma, you can use the following properties.
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.
Fell Wind. You can use an action to cast steel wind strike using Akuma, but the spell deals Fire or Poison damage instead of Force. Once used, this property can’t be used again until the next dusk.
Cry of Hatred and Loss. 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.
Proficiency with a Quarterstaff 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.
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Notes: Bonus: Magic, , person with fiendish heritage, Summoning, Damage, Combat, Shapechanging, Versatile, Topple
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