Lash of Shadows (Awakened) (Explorer's Guide to Wildemount)

artifact · Melee Weapon 2014 · Requires Attunement

This snakeskin whip is touched by the power of Zehir and ends in five animated serpent heads.

Sentience

The Lash of Shadows is a sentient chaotic evil weapon with an Intelligence of 18, a Wisdom of 16, and a Charisma of 20. 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 Abyssal, Common, and Draconic.

Personality

A mad marilith named Sizlifeth lives within the Lash of Shadows. The weapon has a short temper and experiences only extreme emotions. It is most happy when dealing harm.

Dormant

The whip grants the following benefits in its dormant state:

  • You can speak, read, and write Abyssal and Draconic.
  • You gain a +1 bonus to attack and damage rolls made with this magic weapon.
  • You can attempt to poison any creature that is hit by the whip. The creature must succeed on a DC 13 Constitution saving throw or suffer the effect of one of the following poisons of your choice; once a poison other than Serpent Venom has been used, that poison can't be used again until the next dawn:
    • Dead Eyes A creature that fails the saving throw against this poison is poisoned for 1 hour. While poisoned in this way, the creature is blinded.

    • Serpent Venom A creature that fails the saving throw against this poison takes 3d6 poison damage, or half as much damage on a successful save.

Betrayer Artifact Properties

The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one Artifact Properties; Minor Beneficial Properties property and one Artifact Properties; Minor Detrimental Properties property. When the artifact attains an awakened state, it gains an additional Artifact Properties; Minor Beneficial Properties property and an additional Artifact Properties; Minor Detrimental Properties property. When the item reaches its exalted state, it gains a Artifact Properties; Major Beneficial Properties property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information.

Awakened

When the whip 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 the weapon's poisons increases to 15.
  • The weapon gains a new poison option called Ghoul's Blood. A creature that fails the saving throw against this poison is poisoned for 1 minute. While poisoned in this way, the creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Finesse

When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Reach

This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon.

Vestige of Divergence

This item is a Vestige of Divergence, see Vestiges of Divergence for more information.