Eavaros Codex

Gore Master

Item Campaign 2 · After Skyfire

Gore Master

Weapon (greataxe), artifact (requires attunement)


Heavy, two-handed, cleave. +3 bonus to attack and damage rolls; its base damage is necrotic, plus 2d6 psychic on a hit.

When you hit, you can move up to half your speed.

While attuned, you can read, write and speak Infernal.

Once per long rest, cast dispel magic as an attack roll; the attack roll is compared against the DC and damage is dealt as normal.

Once per long rest, as a bonus action, sprout fiendish wings for 1 hour, with a flying speed equal to your walking speed.

Thrown (60 ft.); hit or miss, it returns to your hand in a stream of black, shadowy liquid.

Life Drain. On a critical hit, you regain hit points equal to the necrotic damage dealt.

Gory Mist. On a critical hit, darkness billows 10 feet around the target (heavily obscured); each creature there makes a DC 20 Constitution save or is blinded until the start of your next turn.


There cannot be justice without punishment; there is no mercy without cruelty.

— Asmodeus, Lord of the Nine Hells
HomebrewD&D Beyond

How it grew.

Dormant:

  • You have a +1 bonus to attack and damage rolls made with this magic weapon.
  • When you hit with this weapon, you can move up to half of your movement and do not provoke opportunity attacks
  • While attuned to this weapon, you can read, write and speak infernal.
  • The damage type of this weapon is Necrotic.

Awakened:

  • You have a +2 bonus to attack and damage rolls made with this magic weapon.
  • Once per long rest, you can use this weapon to cast dispel magic as an attack roll. The DC is compared against the attack roll. Damage is calculated as normal.
  • This weapon gains the thrown property with a range of 60 feet. Regardless of a hit or a miss, the Gore Master returns to your hand in a stream of black, shadowy liquid particles.
  • On a hit, The Goremaster does an additional 2d6 psychic damage.

Exalted:

  • You have a +3 bonus to attack and damage rolls made with this magic weapon.
  • Life Drain: When you score a critical hit with the Gore Master, you regain hit points equal to the necrotic damage dealt.
  • Gory Mist: When you score a critical hit with the Gore Master, you can choose to have a mist of darkness emanate from your enemy. The area within 10 feet of the struck enemy becomes heavily obscured, and each creature in that area must succeed on a Constitution saving throw or be blinded until the start of your next turn.
  • For 1 hour as a bonus action, you can sprout fiend-like demonic wings and gain a flying speed equal to your walking speed. This property can't be used again until the next dawn.

In campaign 2

SAM took this black-ichor greataxe after the arena at Wildharbour in 1034, before it was identified. He later used it in Fort Obsidian.

Relations

Owned by
SAM

Connections 11

Gore MasterSAMThe Nascent Fi…The Watcher (C…The RexFort ObsidianCreatisThe AgoraThe Grand Baza…WildharbourThe Nine HellsThe Iron City…
Typed relations are solid, body mentions dashed; the outer ring is two steps away. See it in the full graph →
Connections as a list

Mentioned in 1

Player characters

Appears in sessions 2

  1. C2The arena won
  2. C2Torganoth's contract

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