Servant of the Dark
Melee Weapon (Martial, Longsword), Legendary, Requires Attunement, Cursed
Damage - 1d8 Slashing (or 1d10)
Properties - Versatile
Mastery - Sap
“There are places in this world that humanity was never supposed to see — walled in by mountains of burning black rock, isolated by a choking canopy of poison flora, woods where tooth, claw, and hunger still sit atop the food chain.
Long before our kind ever set foot in these mountains, when the peaks of the Blue Ridge towered above the stars, and the heart of the plateau still rolled with ridges tough as pine knobs, darkness was brought here in cages made of fear.
Our tongues do not have the shape to speak the true names of what they are… and that’s are, not were. They are hunger, consumption, lust — all the things that settle under the heart and below the ribcage. They are the cancer that will one day eat the edges of this universe, and leave nothing in its place.
They are not evil. They are not of hell or the devil. They simply are.
This blade made from the antler of what can closest be described as a great dark stag is a gift from those old things of the inner darkness that sleep beneath the mountains.”
You gain a +1 bonus to Attack and Damage rolls with this magic weapon. This bonus increases to +3 if a creature is Bloodied or their Maximum Hit Points have been reduced by half. Any creature reduced to 0 hit points by any attack or spell cast by you has Disadvantage on Death saving throws.
Macabre Feast - When making an attack with this weapon, the damage from the Attack reduces a creature’s maximum hit points by the amount of damage dealt. You gain Temporary Hit Points equal to that amount. If a creature’s Maximum Hit Points are ever reduced to 0, it immediately dies and may only be revived by a True Resurrection or Wish spell.
The Six Men - While attuned to this blade, 6 Haints (stat block below) arrive the next night to serve your every whim. These creatures, for all intents and purposes, appear as normal living men or women, despite their Undead nature. They are malevolent and wholly evil and delight in nothing more than causing suffering and pain. Despite this, they will follow your orders to the letter and are completely loyal to you.
The Haints are intelligent and able to carry out any basic tasks needed of them. In combat, they act on your Initiative and if not given specific orders, will try to kill your enemies by any means necessary. Additionally, they are able to use any equipment provided to them, but cannot Attune to magic items.
If one is ever slain, another one arrives to replace it at the next Full Moon.
Sovereignty Over Death - While attuned to this blade, you do not age and cannot be aged by magical means. You gain Immunity to Disease and Poison, as well as Resistance to Necrotic damage. Additionally, you no longer need to eat, drink, or sleep to survive and though you do still gain Exhaustion from foregoing these things, Exhaustion cannot kill you.
If you are ever reduced to 0 Hit Points, you immediately cast Circle of Death as an Emanation centered on your body (you are not affected by the spell). If one or more creatures are reduced to 0 Hit Points by this spell, you immediately regain hit points equal to what those creatures lost. The creature(s) reduced to 0 hit points by this spell must by CR1 or higher and cannot be Constructs or Undead.
Curse - This weapon is cursed with the darkest of power, and becoming attuned to it extends the curse to you. As long as you are cursed, you cannot Unattune from the weapon, nor can you rid yourself of it. Each night, it reappears at your side, no matter what was done to it or where it was left.
While the sword’s power makes you nearly immortal, it comes at the cost of those around you. Other creatures within a thousand feet of you age at twice the normal rate, have Disadvantage on saving throws against Disease, and only regain half as many hit points when healed in any way, including Short and Long rests.
Additionally, any creature who is killed by the sword or one of your Haints rises on the next night as an evil, twisted, undead version of themselves. When raised in this way, the creature becomes Immune to Necrotic and Poison damage, as well as the Charmed, Exhaustion, Frightened, Paralyzed, and Poisoned conditions. Additionally, they gain the Undead Fortitude trait (see Haint stat block for reference) and if ever killed, rise again the following night unless the body is completely destroyed. Unlike the Haints bound to the sword, these resurrected creatures bear all the signs of undeath and the wounds that killed them.
Haint
Medium Undead, Chaotic Evil
AC 15 (natural armor)
HP 95 (10d8 + 50)
Speed 30ft.
STR 18 (+4)
DEX 12 (+1)
CON 20 (+5)
INT 9 (-1)
WIS 10 (+0)
CHA 6 (-2)
Vulnerabilities: Radiant
Resistance: Bludgeoning, Piercing, Slashing
Immunities: Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, and Poisoned
Senses: Darkvision 120 ft. Passive Perception 10
Languages: Understands the languages you speak.
TRAITS
Magic Resistance - The Haint has advantage on saving throws against spells and other magical effects.
Turn Resistance - The Haint has advantage on saving throws against any effect that turns undead.
Pack Tactics - The Haint has Advantage on attack rolls against a creature if at least one other Haint is within 5 feet of the creature and it doesn't have the Incapacitated condition.
Undead Fortitude - If damage reduces the Haint to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful save, the Haint drops to 1 Hit Point instead.
ACTIONS
Multiattack - The Haint makes two Slam attacks
Slam - Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage and 7 (2d6) Necrotic damage.