Appearance: The Sentinel of Everlasting Cold is an exquisite glaive, forged from a rare, translucent blue metal that shimmers with an ethereal glow. The blade is long and slender, with sharp, crystalline edges that resemble icicles. Intricate frost patterns are etched along its length, radiating a chilling aura. The pole is wrapped in white, fur-like material, providing a comfortable grip despite the weapon's constant coldness. At the base of the pole, an orb of perpetually swirling snow and ice is embedded, emanating a faint, wintry mist.
Lore: The Sentinel of Everlasting Cold was crafted by the god of the island as one of ten legendary weapons, each embodying a unique elemental power. These weapons were created with a single purpose: to seal away or release the Usurper, a being of immense power who once threatened the very fabric of the world. The Usurper, seeking dominion over all, was defeated and imprisoned by the combined might of the gods and heroes of old. The Sentinel, embodying the essence of cold, is a key component in maintaining the Usurper's imprisonment. Only when all ten weapons are gathered can the Usurper's prison be unlocked, for good or ill.
Powers and Abilities:
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Icy Aura: The glaive emanates an aura of freezing cold. Creatures within 15 feet of the wielder suffer 15 cold damage at the start of their turn if they are not immune to cold damage. The wielder can choose to suppress this aura.
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Frostbite Strike: When you hit a creature with the Sentinel of Everlasting Cold, the target takes an additional 4d8 cold damage. This damage bypasses resistance to cold damage.
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Glacial Sweep: Once per long rest, the wielder can use an action to unleash a sweeping wave of frost in a 30-foot radius around them. All creatures in the area must make a Constitution saving throw (DC 20) or take 12d8 cold damage and be restrained by ice until the end of their next turn. A successful save halves the damage and prevents the restrain effect.
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Winter's Wrath: The wielder can cast Ice Storm (DC 18) once per day without expending a spell slot. When cast this way, the damage is maximized, and creatures that fail the saving throw are also paralyzed until the end of their next turn.
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Perpetual Winter: The wielder is immune to cold damage and can breathe in freezing environments, including underwater and in a vacuum, without harm. The glaive also prevents the wielder from being magically aged or frozen in time.
Curse: The Sentinel of Everlasting Cold is bound to its wielder and cannot be discarded or willingly given away. The weapon has a will of its own and slowly influences the wielder to embrace coldness, both physically and emotionally. Over time, the wielder may become increasingly detached, prioritizing logic over emotion, and may even feel compelled to spread winter's chill wherever they go.
Sentience: The glaive is sentient, with an Intelligence of 16, a Wisdom of 18, and a Charisma of 14. It communicates telepathically with its wielder, understanding Common, Primordial, and Auran. The Sentinel is cold and calculating, always seeking to maintain a balance of power through the chill of winter.
Destruction: The Sentinel of Everlasting Cold cannot be destroyed by any means known to mortal beings. It can only be destroyed when all cold in the multiverse ceases to exist, a nearly impossible feat that would require the eradication of every source of cold and frost across all planes of existence. Until then, the Sentinel remains an indestructible artifact, forever tied to the essence of cold.
Proficiency with a Glaive 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: Immunity: Cold, Damage: Cold, any, Heavy, Reach, Two-Handed, Graze
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