Long before creatures lay eyes on Aggarath, they can feel its presence. Tingles run across their skin, like the moment before lightning strikes. Tension fills the air; whatever the source of this unease is, it's powerful, and it's not kind.
Aggarath is a very large battle-axe, made of a deep red metal. The shaft is made of a black wood of some type. When a creature picks up this weapon, they feel an inexplicable sense of power; they feel as though they could destroy anyone they chose.
Creatures attempting to wield Aggarath without attuning to it take psychic damage whenever they deal damage to a creature with Aggarath. This psychic damage equals the damage dealt by the attack.
When a creature attunes to Aggarath, they must make an Intelligence saving throw, as Aggarath tests their mental fortitude. On a success, they successfully attune to Aggarath. On a failure, the creature takes 22 (4d10) psychic damage, fails to attune to Aggarath, and must sprinkle the blood of a humanoid killed within the last minute onto Aggarath before attempting to attune again.
When a creature attunes to Aggarath, they gain the following benefits.
Ferocity. Aggarath grants a +3 bonus to hit and damage rolls.
Terrifying Pressure. Whenever you inflict the afraid condition on a creature, they must make a DC (8 + your Str. mod. + your prof. bonus) Wisdom saving throw. On a failure, they are stunned until the end of their next turn, as they freeze out of terror. You may expend 2 charges to impose disadvantage on this saving throw.
Insatiable Bloodlust. Whenever you reduce a creature to 0 hit points or inflict the afraid condition on a creature, Aggarath gains 1d6 charges. Aggarath does not have a maximum amount of charges.
Unstoppable Bloodlust. When you are reduced to 0 hit points, Aggarath immediately expends 1 charge, and you drop to 1 hit point instead. If you would be killed instantly, this ability does not activate.
Blood Smite. When you hit a creature with an attack, you may expend X charges, and the target of your attack takes an extra Xd12 damage. If this damage would reduce the target creature to 0 hit points, allies of the target within 10 feet of you must make a DC (8 + your Str. mod. + your prof. bonus) Wisdom saving throw; on a failure, they become frightened for a minute. Frightened creatures can make this saving throw again at the end of each of their turns.
Aggarath is cursed. It craves blood, and will not allow itself to be starved.
If a day passes without Aggarath gaining any charges, Aggarath begins to inflict curses upon its wielder. At the end of the wielders long rest, they must make a DC 18 Intelligence saving throw. On a failure, they make all Intelligence, Wisdom and Charisma checks with disadvantage. They move about as if in a daze, and their thoughts seem to revolve around blood and violence. This saving throw must be repeated every long rest, as long as Aggarath has not gain charges in the last day. If Aggarath gains any amount of charges, these effects are lifted immediately.
Proficiency with a Battleaxe 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: Damage, Buff, Combat, Cursed, enchantment, Versatile, Topple
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