Appearance: The Sentinel of Everlasting Corrosion is a long, sinuous whip, forged from a rare, acid-resistant alloy that glimmers with a slick, greenish-black sheen. The whip's length is segmented and barbed, designed to deliver both cuts and caustic burns. The handle is wrapped in dark green leather, and the grip is adorned with small, iridescent scales. The end of the whip features a small, gem-like acid sac that drips a corrosive substance, leaving a faint, hissing trail of acid wherever it moves.
Lore: Crafted by a deity of decay and destruction, the Sentinel of Everlasting Corrosion is one of ten legendary weapons created to imprison or release the Usurper. This whip embodies the essence of acid, channeling the destructive and dissolving power of corrosion. It serves as a crucial component in the ritual that maintains the Usurper's imprisonment, symbolizing the relentless erosion and decay that nothing can escape. The Sentinel is a symbol of both destructive power and the inevitable decay that follows, capable of dissolving even the strongest defenses.
Powers and Abilities:
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Corrosive Aura: The whip emits an aura of acidic energy. Creatures within 15 feet of the wielder suffer 15 acid damage at the start of their turn if they are not immune to acid damage. The wielder can choose to suppress this aura.
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Caustic Lash: When you hit a creature with the Sentinel of Everlasting Corrosion, the target takes an additional 4d8 acid damage. This damage bypasses resistance to acid damage.
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Acid Spray: Once per long rest, the wielder can use an action to release a burst of acid in a 30-foot cone. All creatures in the area must make a Dexterity saving throw (DC 20) or take 12d8 acid damage and have their armor and non-magical items corroded. A successful save halves the damage and prevents the corrosion of items.
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Heart of Corrosion: The wielder gains resistance to acid damage and advantage on saving throws against effects that cause corrosion or disintegration. Additionally, they are immune to effects that cause equipment degradation or loss of durability.
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Dissolving Touch: The wielder can coat the whip in a potent acid once per day, allowing the next hit to corrode through magical barriers and objects (DC 18 Constitution save to resist). If the target is reduced to 0 hit points, their body dissolves into a harmless sludge, preventing resurrection unless a Wish spell is used.
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Unyielding Acid: The wielder is immune to acid damage and can move through acidic environments without harm. The whip also prevents the wielder's equipment from being damaged by acid or corrosive substances, preserving their gear against all corrosive effects.
Curse: The Sentinel of Everlasting Corrosion is bound to its wielder and cannot be discarded or willingly given away. The weapon has a corrosive will and gradually influences the wielder to embrace the destructive and decaying aspects of existence. Over time, the wielder may become more destructive, seeking to erode and dissolve obstacles in their path, both literally and metaphorically.
Sentience: The whip is sentient, with an Intelligence of 16, a Wisdom of 18, and a Charisma of 14. It communicates telepathically with its wielder, understanding Common, Abyssal, and Draconic. The Sentinel is destructive and unyielding, always eager to dissolve and corrode whatever it touches.
Destruction: The Sentinel of Everlasting Corrosion cannot be destroyed by conventional means. It can only be destroyed when all sources of acid and corrosion in the multiverse are eradicated, an almost impossible feat that would require the elimination of every acidic substance and corrosive entity across all planes of existence. Until then, the Sentinel remains an indestructible artifact, forever bound to the essence of acid.
Proficiency with a Whip 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.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Notes: any, Finesse, Reach, Slow
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