When the first spark of life came to be, so did Azrail. Its entire existence is to maintain the cycle between life and death and to ensure all things eventually come to an end. For eons Azrail watched from afar as life expanded across the cosmos, and death followed as it should. Eventually, there were those who sought the break the cycle and become immortal or raise the resting dead. Azrail saw this as an insult, and sought those who would help it snuff the life from these defilers.
Sentience
Azrail, the Touch of Ultastag is a sentient lawful good weapon with an Intelligence of 19, a Wisdom of 28 and a Charisma of 12. It has hearing and truesight out to a range of 120 feet. Azrail, the Touch of Ultastag chooses its wielder and someone found unworthy must make a DC 25 Wisdom save or take 5d10 psychic damage, half on a successful save, each round the creature continues to hold Azrail, the Touch of Ultastag. This ignores any immunity or resistances.
The weapon communicates telepathically with its wielder and can speak, read, and understand all languages.
Personality
Azrail, the Touch of Ultastag rarely talks. If its wielder attacks a creature against the wishes of Azrail, the Touch of Ultastag, it can break its connection to the wielder, teleport to a location of its choice and reactivate its guardian. It will never use its truesight to aide the wielder.
Azrail, the Touch of Ultastag also seeks to destroy anyone in possession of the Necronomicon, Book of Vile Darkness and Tome of Pure Evil.
Death without Life
As long as life exists, so will Azrail, the Touch of Ultastag. If life ceases to exist, so will Azrail, the Touch of Ultastag. Azrail, the Touch of Ultastag will automatically appear at a location of its choice when life comes into existence. This accounts for all realms, dimensions and universes.
Reaper
If a non-undead creature is killed by Azrail, the Touch of Ultastag the soul of the creature will leave its body and be consumed. This effect does not work on creatures who have an innate resurrection.
If an undead creature is killed by Azrail, the Touch of Ultastag it cannot be reanimated. Undead creatures with an innate resurrection must make a contested Wisdom check or be permanently destroyed, their resurrection taking 1d6+2 times longer on a success.
Dormant
Azrail, the Touch of Ultastag has a +1 to attack and damage rolls. On a successful hit, the targeted creature must make a DC 14 Constitution saving throw or take an additional 1d6 necrotic damage, half on a failed save. The wielder recovers half of the necrotic damage done as hit points.
Awakened
Azrail, the Touch of Ultastag has a +2 to attack and damage rolls. Azrail ignores resistances to necrotic damage. If a creature is immune to necrotic damage, it is resistant instead. On a successful hit, the targeted creature must make a DC 17 Constitution saving throw or take an additional 2d6 necrotic damage, half on a failed save. The wielder recovers half of the necrotic damage done as hit points.
On a critical hit, deal an additional 2d10 piercing damage. Additionally, the creature has disadvantage on all Constitution saves until the start of the wielder's next turn.
Ascended
Azrail, the Touch of Ultastag has a +3 to attack and damage rolls. Azrail ignores resistances and immunity to necrotic damage. On a successful hit, the targeted creature must make a DC 21 Constitution save or take an additional 2d8 necrotic damage, half on a failed save. The wielder recovers half of the necrotic damage done as hit points.
On a critical hit, deal an additional 3d10 piercing damage. Additionally, the creature has disadvantage on all Constitution saves until the start of the wielder's next turn.
The wielder of Azrail, the Touch of Ultastag can expend consumed souls using a command word, based on the ability used, as an attack action to use one of the following abilities per turn:
- Entropy: Expend 2 souls. A wave of necrotic energy spills out of the target in a 10 ft radius. Any creature in the area, other than the wielder of Azrail, the Touch of Ultastag, must make a DC 21 Constitution save or take 6d8 necrotic damage, half on a successful save, and age by 2d6+2 years. If the creature successfully saves, they can not be aged in this manner for the next 24 hours.
- Fester: Expend 5 souls. A beam of necrotic energy is released from Azrail, the Touch of Ultastag at the targeted creature. On a successful hit, the creatures is cursed with Ultastag's Touch for 1 minute. When a creature with Ultastag's Touch starts their turn, they must make a DC 21 Constitution save or take 4d6 necrotic damage, half on a successful save. If Fester is used on a creature already affected by Ultastag's Touch, it fails and the souls are expended.
- Reaper: Expend 10 souls. Summon an Avatar of Death. The Avatar of Death has half of the wielder's maximum hit points, shares initiative with the wielder and uses the same stats from the DMG. Only one Avatar of Death can be active at a time using this method, and lasts for 1 minute before disappearing back to the realm of the dead. Once this ability is used, it cannot be used again until midnight of the next day.
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: Bonus: Magic, character of non-evil alignment, Damage, Buff, Debuff, Combat, Ammunition, Heavy, Range, Two-Handed, Slow
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