Raven Fall
A story somewhere between tragedy and comeuppance. An unassuming girl born and bound to demonic power, ignorant to her role as a tool of destruction. At least a part of her was.
She might have fought against her destiny, or even avoided it entirely, had it not been for the actions of a gods scorned Lich. Her village a victim of collateral damage from the Mad Lich's twisted attempt at redemption. The girl, forced to put down the undead forms of her own people. And in that moment, as the last body hit the ground, a darker side took over. A desperate attempt by her own mind trying to protect itself. Those newest memories locked away in the shadows, and the girl would never kill again.
Perhaps it was the result of pushing from the demon bound within, or maybe just a fragile mind crumbling under trauma. Either way, the demon took advantage of the new addition, with the Lich's crusade providing a perfect opportunity. The girl was forced to rely on her other half more and more, and her self became hers less and less. This didn't go unnoticed by her adventuring companions, but their efforts to save the girl proved futile. She only continued to kill and to break, until the demon was almost ready to fully manifest. The girls companions fought tooth and nail to put her down, losing much before finally destroying her.
Little was left of the demon and its host after the battle. The remains pulsed with power, dangerous if left alone, uncontained. The adventurers took the remains to a master craftsman to have them forged into something useful. The intention was to make a shield, or set of armor, or some sort of item that could be used to protect, but the only form that would hold was that of a weapon.
Unfortunately, none of the adventurers that defeated the demon used greatswords, thus the weapon made its way from one hand to the next as the years passed.
Raven's Slumber (Dormant)
Weapon (greatsword), rare (requires attunement)
This sword has a +1 bonus to attack and damage rolls. Attacks with this sword deal an additional 1d6 fire damage.
You know the Hellish Rebuke spell, and may cast it once per day (DC 15).
Raven's Slumber (Awakend)
Weapon (greatsword), rare (requires attunement)
This sword has a +1 bonus to attack and damage rolls. Attacks with this sword deal an additional 1d6 fire damage.
Lash Out. You know the Hellish Rebuke spell, and may cast it once per day (DC 15). When you use this property, you may also immediately use this weapon's Minion property.
Minion. You summon a fiendish, flaming red lion to fight for you, for 1 minute. The lion uses the statistics of a Fire Elemental, except it only has 50 maximum hit points, and acts on your initiative. When summoned, the lion appears within 10 feet of you and may immediately move up to its speed, and take the Attack action against an enemy within reach. While using this property, you cannot take any action that deals damage, though the lion may act normally.
Note of Clarity
The Minion; Cold, Calculating; and Apocalypse properties cannot be activated on their own, they can only activate via Lash Out, and Inevitable.
Raven's Slumber (Exalted)
Weapon (greatsword), very rare (requires attunement)
This sword has a +2 bonus to attack and damage rolls. Attacks with this sword deal an additional 1d6 fire damage.
Lash Out. You know the Hellish Rebuke spell (3rd level), and may cast it once per day (DC 15). When you use this property roll 1d4. On a 1-2, use this weapon's Minion property; and on a 3-4, use this weapon's Cold, Calcutating property.
Minion. You summon a fiendish, flaming red lion to fight for you, for 1 minute. The lion uses the statistics of a Fire Elemental, except it only has 50 maximum hit points, and acts on your initiative. When summoned, the lion appears within 10 feet of you and may immediately move up to its speed, and take the Attack action against an enemy within reach. While using this property, you cannot take any action that deals damage, though the lion may act normally.
Cold, Calculating. You gain the benefits of the Mind Blank and Foresight spells for 1 minute.
Raven's Slumber (Unleashed)
Weapon (greatsword), legendary (requires attunement)
This sword has a +2 bonus to attack and damage rolls. Attacks with this sword deal an additional 1d6 fire damage.
Lash Out. You know the Hellish Rebuke spell (5th level), and may cast it once per day (DC 15). When you use this property roll 1d6. On a 1-2, use this weapon's Minion property; on a 3-4, use this weapon's Cold, Calcutating property; and on a 5-6, use this weapon's Apocalypse property.
You may only benefit from one of the following properties at a time.
Minion. You summon a fiendish, flaming red lion to fight for you, for 1 minute. The lion uses the statistics of a Fire Elemental, except it only has 50 maximum hit points, and acts on your initiative. When summoned, the lion appears within 10 feet of you and may immediately move up to its speed, and take the Attack action against an enemy within reach. While using this property, you cannot take any action that deals damage, though the lion may act normally.
Cold, Calculating. You gain the benefits of the Mind Blank and Foresight spells for 1 minute.
Apocalypse. A flaming, ethereal facsimile of a massive demon erupts into being, just behind you. When this demon appears, each hostile creature within 60 feet must make a DC 17 Dexterity saving throw, taking 6d6 fire damage on a failed save, and half on a success. The Demonic Echo (statistics on next page) then looms 5 feet behind you, for 1 minute, then disappears.
Inevitable. If you are reduced to 0 hit points, you may choose to instantly regain 10 hit points, and activate this weapon's Apocalypse property. Once you use this property, you cannot do so again until the next dawn.
Demonic Echo
Large fiend (demon), unaligned
- Armor Class 19 (natural armor)
- Hit Points 95 (10d10 + 40)
- Speed 0 ft.
STR DEX CON INT WIS CHA 24 (+7) 14 (+2) 18 (+4) 8 (-1) 10 (+0) 18 (+4)
- Saving Throws STR +13, CON +8
- Skills. Athletics +13, Intimidation +16
- Damage Resistances Cold, Lightning; Bludgeoning, Piercing, and Slashing from non magical weapons.
- Damage Immunities Fire, Poison
- Condition Immunities Charmed, Exhaustion, Petrified, Poisoned, Prone, Unconscious.
- Senses Passive perception 15.
- Languages Abyssal.
Host Bound. This demon is little more than a magical construct, possessing no independence. It is bound to whoever wields the blade Raven's Slumber, as its host, and is unable to manifest any form without one. While manifest, the demon floats just above the ground, and must remain 5 ft. behind its host. If the host moves, the demon moves along with them, regardless of speed, direction, or mode of travel.
Puppet. While manifest, whenever the host makes an attack, the demon also makes an attack. If the host's attack is a melee attack, then the demon uses its Claw. If the host's attack is a ranged attack, the demon uses its Flame Spike.
Also, the host has advantage on Acrobatics, Athletics, and Intimidation checks, and Strength and Dexterity saving throws. If the demon's bonus to a skill check is greater than the hosts, then the host may use the demon's bonus instead.
If the host grapples a creature, they may have the demon grapple the target instead.
Guardian. If the host is hit with an attack, the host may use their reaction to make the attack target the demon instead. Also, when the host takes damage from an area effect (fireball, lightning bolt, breath weapons, etc.), they take half that damage instead.
Actions
Claw. Melee Attack: +13 to hit, Reach (equal to host's)., one target. Hit: 12 (1d10 +7) slashing damage, and 5 (1d10) fire damage.
Flame Spike. Melee Attack: +13 to hit, Range (equal to host's), one target. Hit: 12 (1d10 +7) slashing damage, and 5 (1d10) fire damage.