Trident of Pheles (Scratch)
Weapon (Trident), relic (requires attunement)
You have a +3 bonus to attack and damage rolls made with this magical weapon. This bonus increases to +5 when it is used by Mephistopheles.
When you hit a creature with this weapon, instead of the regular weapon damage it deals 2d10 piercing and 5d6 cold damage. This damage ignores resistances and immunities. This damage is increased to 4d10 piercing and 10d6 cold damage when it is used by Mephistopheles. In addition, it magically returns to your hand when summoned (no action required)
Additionally, when a creature takes cold damage from this weapon, it must make a DC:23 Constitution saving throw. On a failed save, the creature gets one point of frost mark (maximum of 3) as its flesh begins to freeze. On a successful save, the creature isn't affected. The effects of frost mark is given in the table below. A creature suffers the effect of its current points of frost mark as well as all lower points.
level | Effect |
---|---|
1 | speed halved, Vulnerability to cold damage. |
2 | immobilized, any cold damage taken inflicts an additional 2d6 cold damage |
3 | Target becomes petrified and turns into solid ice. The ice has 50 hp and 15 AC and vulnerability to fire damage. The character dies if ice is destroyed. |
Greater restoration removes all points of frost mark on the target. Alternatively remove curse removes 1 point of frost mark on the target.
Coldsnap
Weapon (whip), legendary
This thick whip is made from the spine and tail of a bone devil and infused with the essence of an ice devil.
You have a +3 bonus to attack and damage rolls made with this magic weapon.
When you hit a creature with this weapon, you can chose to force the creature to make a DC:26 strength saving throw. On a failure, you can move the target 15 ft sideways or closer to you.
Alternatively, when you hit a creature with this weapon, you can forgo dealing damage and let go of Coldsnap. The whip wraps around the target and the target becomes restrained. While restrained in this manner, the character loses 2 strength and 2 dexterity at the beginning of each of his turns. If either the character's strength or dexterity becomes 0 with this effect, the target dies.
The whip can be taken off by a DC 30 athletics or acrobatics check as an action. If the restrained creature escapes this way, the whip slithers on the ground and returns to you at the beginning of your next turn. Once you use this feature, it can not be used until the dawn of next day.
Cursed Flamebrand Shortsword
Weapon (shortsword), very rare
This ornate flamebrand weapon belonged to a planetar named Sidriel. It was taken by the devils and was used to kill the planetar itself. After killing the angel, the devils dragged its soul back to hell, forcefully binding it to its body, tortured it with its own weapon and bathed the weapon in the blood of planetar, both turning it into a fallen angel in the process and causing the sword to absorb its hatred as a curse.
You have a +3 bonus to attack and damage rolls made with this magic weapon.
You can use a Bonus Action to speak this magic sword's Command Word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 3d6 fire damage to any target it hits and the target cannot regain hit points until end of your next turn. The flames last until you use a Bonus Action to speak the Command Word again or until you drop or sheathe the sword.
Doom Vest
Wondrous item, legendary (requires attunement)
An old tattered vest made from the skin of an old general of Asmodeus called Zheng. Mephistopheles seems to never take this vest off.
As long as you are wearing the vest and are attuned to it, when you take damage from any source, the vest absorbs half of all damage taken (after immunities and resistance are applied) up to 500 damage. As an action Mephistopheles can point to a creature within 120ft. and speak the command word. The vest is transported onto that creature. At the end of that character's next turn, the vest activates. The creature or anyone else can try to take the vest off using it's action with a DC 28 Strength check. otherwise it explodes, and the creature must make a Constitution saving throw (DC:28). On a failure, the character takes all the stored damage or half of it on a success. Vest is destroyed after using this action, but it reforms on Mephistopheles after 1d4 days.
Spear of Asmodeus
weapon (spear), legendary (requires attunement)
This blood red spear, originally named "Stigmata" was crafted by the hands of Asmodeus himself. It was shattered to pieces during a fight. The shards like this one was formed into echoes of the original spear and carries a fragment of its power.
While not actively carried, it is contained in a small coin sized circular scar in the palm of your right hand. You can summon the spear to your hand as blood spews from the scar in your hand and forms into the spear. Summoning or dismissing the spear takes an object interaction just like sheathing or drawing a weapon.
You have a +3 bonus to attack and damage rolls made with this magic weapon.
As an action you can say the weapons name "Stigmata" and make an attack roll against a creature within 120 ft. On a hit, the target must make a DC 24 Constitution saving throw or die instantly. On a success, the target takes 10d20 necrotic damage. This damage bypasses any resistances or immunities.
Once you use this feature, the spear disappears and can not be summoned again until the dawn of the next day.
Pittooth Dagger
Weapon (dagger), very rare
This old darkened tooth was plucked from Hutijin's mouth as a punishment by Mephistopheles. Mephistopheles usually carries it around either as a backup weapon or as a reminder but seems to rarely use it.
You have a +3 bonus to attack and damage rolls made with this magic weapon.
When you hit a creature with this weapon, the target must succeed on a DC 26 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 3d6 poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Canian Crown
Wondrous item, artifact (requires attunement)
This large fist sized chunk of ice colored crystal was crafted from the stolen crystal shards of an alien entity, and infused with the core essence of Mephistopheles.
When you use an action to toss the crystal into the air, it orbits your head at a distance of 1d3 feet and confers a benefit to you. While the crystal orbits your head, an illusory crown made of ice floats above your head Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful Attack roll against AC 35 or a successful DC 35 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. When a creature forcefully grabs the crystal, the limb that is used is frozen solid and can not be used and the creature takes 6d10 cold damage.
A stone has AC 35, 150 Hit Points, damage reduction of 25, and immunity to all damage except from weapons of artifact rarity or higher. It is considered to be an object that is being worn while it orbits your head. If the crystal is reduced to 0 hit points, the shards reform back into the crystal in 1d4 days.
You gain a +2 bonus to AC while this ice colored crystal orbits your head. When used by Mephistopheles in his throne room in Cania, all creatures within 600 ft of Mephistopheles, loses all resistances, immunities and absorption effects. The effect is suppressed if the crown is not orbiting Mephistopheles's head.
Amulet of Cania
Wondrous item, legendary (requires attunement)
The devil talisman of Mephistopheles that is adorned with his real name, "Thra'axfyl the Ambitious" masked as a pattern throughout entire surface of the amulet.
The amulet is made specifically for Mephistopheles by a lich named Tarul-Var from another material plane called Toril. The essence is lightly connecting the amulet to the home plane of Tarul-Var.
While wearing this amulet, you can use an action to name a location that you are familiar with on either the material plane or 8th layer of hell, Cania. Then make a DC 15 Intelligence check. On a successful check, you cast the plane shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1–60, you travel to a random location on the plane you named. On a 61–100, you travel to a randomly determined plane of existence. The creature with it's name etched into the amulet automatically succeeds on the intelligence check.
When the amulet is successfully used to transport Mephistopheles into the material plane, the amulet loses all its power turns into dust after glowing with a bright blue light.
A creature holding the amulet can take one minute to make a DC:30 investigation check to find the name written on the amulet.
The amulet alone is not enough to move Mephistopheles out of hell. Tarul-Var designed a special ritual in the throne room of Cania to transport most of Mephistopheles to his plane. The ritual needs some powerful individuals that can pry open the path. The most suitable sacrifices are the unique individuals that has a strong planar connection and enduring spiritual presence, also known as the fate touched.