Forged in the Nine Hells, this weapon carries with it a boon from each ring. The blade is made from one of Atans' teeth, tempered and reworked with unknown metals which ultimately give it the hellish look it now possesses. The haft is made from the bones of the severed forefinger of Abelil and wrapped in the descrated skin of a fallen angel.
The weapon's sole purpose was to be used against the Demonic Triad, by utilizing their own power. Though the weapons appearance eradiates an evil air, it is a weapon to be used for good. It's true creator is unconfirmed but there are rumors that Arackos had a hand in its creation and this was the trial that helped him ascend to god-hood. The weapon was created several centuries ago and has been known by many names; Obsidian Axe, Demon's Lament, Light in the Dark and Asmodeus' Folly.
It has been wielded my many an adventurer, but it is also cursed and rarely stays with one wielder for long.
Magic Weapon
The Axe of the 9 Rings is a magic weapon that grants a +3 bonus to attack and damage rolls made with it.
Random Properties
The axe has the following randomly determined properties:
- 2 minor beneficial properties
- 1 major beneficial property
- 2 minor detrimental properties
- 1 major detrimental property
Blessing of Arackos
If you are a tiefling attuned to this axe, you gain the following benefits:
- You have immunity to fire damage
- The range of your darkvision increases by 60 feet.
- You grow bat-like wings and gain a flying speed of 60 feet.
Attunement Ritual
In order to attune to this weapon, the wielder must undergo the Trial of 9. The must seek out and destroy 1 fiend from each Ring of Hell. After this is complete, they must bring the weapon to the top of the mountain in the center of Terra Amissus and present it to Arackos. Only then will the weapon be attuned.
Bane of the 9 Hells
Once the attunement ritual has been completed, the wielder is able to use an ability that corresponds with each of the 9 Rings of Hell: (each ability can only be used 1 time per long rest)
- Fall of Zariel: As an action, the wielder can cast the reverse gravity spell.
- Bane of Dispater: As an action, the wielder can cast the etherealness spell on themselves.
- Cleansing Minauros: As an action, the wielder slams the axe onto the ground creating a 50 foot tall, 60 foot wide and 10 foot thick wall of holy water that moves forward for 500 feet. Any creature in the waves' path must make a DC 20 Constitution saving throw or take 10d10 magical bludgeoning damage, be knocked back 20 feet and be knocked prone. Half damage on a successful save and the creature is not moved or knocked prone. If the creature is fiendish in nature, they take an additional 5d10 radiant damage. As the wave passes, any fiendish corruption is washed away.
- Freezing Phlegethos: As an action, the wielder can cast the cone of cold spell at 9th level.
- Levistus' Freedom: As an action, the wielder can cast the delayed blast fireball spell at 9th level. When the spell is cast, the fireball bead is at it's maximum potency, giving it a total damage of 24d6 fire damage.
- Apothem's Rage: As an action, the wielder can cast the dominate monster spell at 9th level.
- Visage of Maladomini: As an action, the wielder can cast the maze spell. However, the creature within the maze is unable to escape after the spell's duration, they are trapped within until a wish used to free them.
- Cataclysm in Cania: As an action, the wielder can cast the meteor swarm spell.
- Facing Atans: As an action, the wielder can cast the gate spell. This particular spell is directly attuned to and calls for a solar.
Sentience
Over the centuries, the weapon has acquired and combined the conscious of many beings, ultimately leading to the sentience that it now has. The weapon has an excited air to it, but becomes deathly serious when entering combat, especially against fiends and the Demon Lords. The blade is of chaotic good alignment, and it has the following attributes.
- Intelligence Score of 18, Charisma Score of 20, Wisdom Score of 16.
- It has truesight to a range of 120 feet.
- It can communicate telepathically with any creature that is within 60 feet of it.
- It can understand and speak Infernal, Abyssal, Celestial and Common.
- If concentration for a spell cast through the item, the weapon maintains the concentration for you.
Curse
The weapon was cursed by all three of the great Demon Lords of the Demonic Triad. Once attuned the wielder must roll 2d20, the resulting number will be added to their current age, and for every fiend killed by the weapon, the wielder must add another year to their life. Additionally, the first time the weapon is attuned, the wielder takes 8d6 necrotic damage. Should death by old age caused by the weapons aging property or by the damage it deals take the wielder's life their, soul is trapped within the weapon and can only be released with the use of a wish spell.
Proficiency with a Greataxe 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.
Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Notes: Bonus: Magic, Immunity: Fire, Sense: Darkvision, Set: Speed (Flying), Damage: Bludgeoning, Damage: Radiant, a creature with infernal heritage who completes the attunement ritual., Damage, Buff, Combat, Cursed, Heavy, Two-Handed, Cleave
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