You gain a +1 bonus to attack and damage rolls made with this magic weapon.
This mace has a haft of black iron and a sharp obsidian head with a fiendish countenance. The face appears manic and ravenous.
Sentience. Az-Tag is a sentient neutral evil weapon with an Intelligence of 10, a Wisdom of 12, and a Charisma of 12. It has hearing and blindsight out to a range of 120 feet.
The weapon communicates via mental link to the wielder, but speaks no language. Az-Tag is only capable of communicating via manic laughter or screams, the wielder must interpret any meaning through tone. It can communicate more explicitly, through visions or dreams, when the wielder is either in a trance or asleep.
Curse. This mace is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the mace, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. You are unable to drop attunement to this weapon while cursed.
Personality. Az-Tag is a fickle companion, with a fierce jealousy streak. Any other magical weapons in the possession of the wielder are considered to be threats or treats, and Az-Tag will become increasingly vocal in their presence, eventually filling the wielder's mind with his screams, deafening them.
Consumption. Magical weapons can be offered to Az-Tag to appease him. Once per long rest, Az-Tag may attempt to consume a magical weapon.
A weapon freely offered to Az-Tag is consumed immediately, absorbing and becoming one with the mace. Roll a d100 and consult the following table to determine the effect. Offering Az-Tag a Rare weapon grants an additional d100, and every tier of rarity above Rare grants one additional d100. You may use any one result from the dice rolled. Az-Tag is unable to consume Artifacts.
| d100 | EFFECT |
|---|---|
| 01-49 | No Result |
| 50-74 | Az-Tag grants advantage on the wielder's next three attack rolls or saving throws. |
| 75-84 | Az-Tag gains a permanent additional +1 to hit. This is stackable. |
| 85-94 | Az-Tag grants +1 to the wielder's AC. This is stackable. |
| 95-99 | Az-Tag grants +1 to the wielder's saving throws. This is stackable. |
| 100 | Az-Tag gains one attribute from the consumed weapon at the GM's discretion. You may then roll on this table again. |
If, while attuned, you attempt to long rest with another magical weapon in your possession, Az-Tag may attempt to consume that weapon. The GM flips a coin to determine if Az-Tag is successful. On a Tail, Az-Tag fails to consume the weapon. On a Head, he succeeds, and the weapon fades from your inventory. Az-Tag does not need to come into physical contact with a weapon to consume it in this way, and no d100 is rolled on the chart.
Proficiency with a Mace 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: Sap
Previous Versions
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7/31/2023 6:34:55 AM
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Coming Soon
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