You have a +1 bonus to attack and damage rolls made with this magic weapon.
This sword is permanently coated in the reduction of demonic blood, viscera, and bodily fluids with the consistency and odor of bile. Any attempts at cleaning this ichor off the weapon fail.
When a creature comes in direct contact with demon ichor in Avernus, it must make a DC 10 Constitution saving throw. Fiends, oozes, plants, and undead automatically succeed on the saving throw. On a failed save, the creature is magically warped by the ichor, as determined by rolling on the Flesh Warping table. A spell that removes a curse ends all ichor-related warping effects on a creature.
Flesh Warping
| d100 | Effect |
|---|---|
| 01–05 | The color of the target’s hair, eyes, and skin becomes blue, red, yellow, or patterned. |
| 06–10 | The target’s eyes push out of its head on the end of stalks. |
| 11–15 | The target’s hands grow claws, which can be used as daggers. |
| 16–20 | One of the target’s legs grows longer than the other, reducing its walking speed by 10 feet. |
| 21–25 | The target’s eyes become beacons, filling a 15-foot cone with dim light when they are open. |
| 26–30 | A pair of wings, either feathered or leathery, sprout from the target’s back, granting it a flying speed of 30 feet. |
| 31–35 | The target’s ears tear free from its head and scurry away; the target is deafened. |
| 36–40 | Two of the target’s teeth turn into tusks. |
| 41–45 | The target’s skin becomes scabby, granting it a +1 bonus to AC but reducing its Charisma by 2 (to a minimum of 1). |
| 46–50 | The target’s arms and legs switch places, preventing the target from moving unless it crawls. |
| 51–55 | The target’s arms become tentacles with fingers on the ends, increasing its reach by 5 feet. |
| 56–60 | The target’s legs grow incredibly long and springy, increasing its walking speed by 10 feet. |
| 61–65 | The target grows a whiplike tail, which it can use as a whip. |
| 66–70 | The target’s eyes turn black, and it gains darkvision out to a range of 120 feet. |
| 71–75 | The target swells, tripling its weight. |
| 76–80 | The target becomes thin and skeletal, halving its weight. |
| 81–85 | The target’s head doubles in size. |
| 86–90 | The target’s ears become wings, giving it a flying speed of 5 feet. |
| 91–95 | The target’s body becomes unusually brittle, causing the target to gain vulnerability to bludgeoning, piercing, and slashing damage. |
| 96–00 | The target grows another head, causing it to have advantage on saving throws against being charmed, frightened, or stunned. |
Proficiency with a Greatsword 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.
Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
Notes: Bonus: Magic, Damage, Combat, Heavy, Two-Handed, Graze