Source: Explorer's Guide to Wildemount
Weapon (morningstar), artifact (requires attunement)
Carrying the power of Bane, this adamantine morningstar sports foot-long spikes and has a jagged blade on its pommel.
Sentience.
The Bloody End
is a sentient lawful evil weapon with an Intelligence of 22, a Wisdom of 18, and a Charisma of 24. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Common and Infernal.
Personality.
A tyrannical pit fiend named Izeelzee lives within
The Bloody End
. The weapon boisterously pushes its wielder to subjugate others and to never back down from a challenge. If the wielder doesn't demand fealty from others, the weapon is happy to demand it on their behalf.
Dormant.
The morningstar grants the following benefits in its dormant state:
-
You can speak, read, and write Infernal.
-
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
-
While holding the morningstar, you can use an action to cast one of the following spells from it (save DC 13):
Charm Person
,
Dominate Person
, or
Fear
. Once a spell has been cast using the morningstar, that spell can't be cast from it again until the next dawn.
-
While holding the morningstar, you have advantage on Charisma (Intimidation) checks.
Awakened.
When the morningstar reaches an awakened state, it gains the following properties:
-
The weapon's bonus to attack and damage rolls increases to +2.
-
The saving throw DC for spells cast from the morningstar increases to 15.
-
When you reduce a creature to 0 hit points with an attack using
The Bloody End
, you can cause the following effect: each creature of your choice within 15 feet of you must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of your next turn. This property can't be used again until the next dawn.
-
When a creature hits you with a melee attack, you can use your reaction to deal 1d6 psychic damage to the attacker.
Exalted.
When the morningstar reaches an exalted state, it gains the following properties:
-
The weapon's bonus to attack and damage rolls increases to +3.
-
Add
Dominate Monster
to the list of spells that can be cast from the morningstar.
-
The saving throw DC for spells cast from the morningstar, as well as for creatures to avoid being frightened by it, increases to 17.
-
When you use your reaction to deal psychic damage to a creature that hits you with a melee attack, the amount of psychic damage increases to 2d6.