Artifact - The Dreaded Wolf

by danku1122

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The Dreaded Wolf

A unholy cleaver once belonged to a tyrant stands to be a Being of Chaos, the last descendant of a long forgotten primordial race of divinities of the Nightbringer. Slaughtering monarchs alike for the world and its freedom, this warmonger seeks the end the false world of unity and peace, ushering in an age of endless war only the strongest will survive.

Dormant

A dark grey greataxe with large front edge on one side and a smaller blade on the back of it as well, and with a wolf’s head symbol embroidered at the base of the handle

Heretic Cleaver

The weapon is a +1 magical greataxe. 1d12 slashing damage.

Awakened

The base of the greataxe becomes the shape of a wolf's head with violet crystal blade protruding out of it's mouth with the small one behind its head.

Heretic Cleaver/ Scythe

The weapon is a +2 magical greataxe. 1d12 slashing damage.

As a bonus action, you can morph the greataxe into a scythe-like weapon, making it into a polearm that you are proficient with, dealing 1d8 slashing damage and have a 10ft reach.

(The wolf's mouth opens wide where the front & back ends of the blades fold upwards and meld together extend into the shape of a scythe blade and the handle magically extends a bit.)

Hemorrhage Effect

When you successfully hit a creature, you deal an additional 1d8 necrotic damage and at the end of the round, the creature suffers half of that damage.

Decimating Sweep

As an action, you do a full spin swing to create a shockwave of necrotic energy to every creature within 5ft of you; it's 10ft if your weapon in in scythe form.

Each creature makes a DC16 DEX saving throw or they take 3d8 necrotic damage, halved on success.

You can use this feature twice per short rest.

Crippling Strike

You imbue your weapon with dark aura that on your next attack deals an extra 1d10 necrotic damage.

The creature makes a DC16 CON saving throw or it loses 10ft of movement for 1 minute; this can't affect the same target twice while they're already affected.

You can use this feature twice per short rest.

Wolf Strike

As a bonus action, you use the underside of the greataxe to perform a low grab a creature to cause them to lose balance, it must make a DC16 DEX check or be knocked prone then you can make an attack as a free action; this feature misses on success.

If your weapon is in scythe form, whether the save succeeds or fails, you deal 2d6 slashing damage and has a 10ft line range but you can only attack the creature that's within 5ft of you with the free action attack.

You can use this feature twice per short rest.

Companion of Solitude

You can conjure a Wolf Spirit that takes modified stats of a dire wolf as an bonus action.

You can telepathically communicate with this creature; it understands you but can’t speak. The Spirit has the same Intelligence and alignment as you do. You can mount your companion with another medium-sized creature or two small creatures; also you gain the Mounted Combatant feat.

The spirit will appear as a violet translucent wolf and considered as a celestial.


Wolf Spirit

Large Celestial, Your Alignment


  • Armor Class 15
  • Hit Points 50
  • Speed 50ft

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 15 (+2) - 12 (+1) 7 (-2)

  • Saving Throws Strength +8, Dexterity +7
  • Skills Intimidation +4, Perception +3, Stealth +6
  • Damage Resistances Necrotic, radiant, non-magical bludgeoning, piercing and slashing damage
  • Condition Immunities Sleep
  • Senses Darkvision 60ft, Blindsight 30ft

Keen Hearing and Smell. The Spirit has advantage on Wisdom (Perception) checks that rely on hearing and smell.

Pack Tactics. The Spirit has advantage on an attack roll against a creature if at least one of the Spirit's allies is within 5ft of the creature and the ally isn't incapacitated.

Running Leap. With a 10ft running start, the Spirit can long jump up to 25ft.

Actions

Multiattack. The Spirit makes two bite attacks.

Bite. Natural Weapon Attack: +5 to hit, 2d8+3 piercing damage. If the target is a creature, it must succeed on a DC15 STR saving throw or be knocked prone.

Exalted

The greataxe becomes an obsidian-like material, the crystal blades of it become a crimson ruby, and the wolf's head becomes more jagged and menacing with it's eyes glowing.

Heretic Cleaver/ Scythe

The weapon is a +3 magical greataxe. 1d12 slashing damage.

As a bonus action, you can morph the greataxe into a scythe-like weapon, making it into a polearm that you are proficient with, dealing 1d10 slashing damage and have a 10ft reach.

Your attacks can hit within 5ft adjacent of your main target for half your total damage.

Hemorrhage Curse

When you successfully hit a creature, you deal an additional 1d8 necrotic damage and at the end of the round, the creature suffers half of that damage.

The creature must make a DC20 WIS saving throw or receive a Hemorrhage Counter for 1 minute in which they will receive 1d4 necrotic damage and the end of each round. A creature can gain more counters, a max of 5 counters, for each successful hit and the creature makes the save for each one.

The creature can make the same save at the end each round to remove half the counters, rounded up.

Decimation Wave

Improved Decimating Sweep As an action, you do a full spin swing to create a shockwave of necrotic energy to every creature within 5ft of you; it's 10ft if your weapon in in scythe form.

Each creature makes a DC18 DEX saving throw or they take 4d8 necrotic damage, halved on success.

You can use this feature three times per short rest.

As a bonus action, you can use this feature again counting towards the number of uses.

Discordant Smite

Improved Crippling Smite You imbue your weapon with dark aura that on your next attack deals an extra 2d10 necrotic damage.

If you successfully hit the creature, it loses 10ft of movement for 1 minute; this can't affect the same target twice while they're already affected.

You can use this feature three times per short rest.

Wolf Apprehension

Improved Wolf Strike As a bonus action, you use the underside of the greataxe to perform a low grab a creature to cause them to lose balance, it must make a DC18 DEX check or be knocked prone then you can make an attack as a free action; this feature misses on success.

If your weapon is in scythe form, whether the save succeeds or fails, you deal 2d8 slashing damage and has a 10ft line range but you can only attack the creature that's within 5ft of you with the free action attack.

You can use this feature three times per short rest.

Impious Execution

Whether your weapon is in its normal form or scythe form, you revert it back to normal, and then as a full round action against a creature in melee range then leap and slam your greataxe with such impact like a guillotine drop.

You channel the dark energies of the weapon, it concentrates them to the front of the blade causing the blades and the wolf's eyes to glow brighter, and a dark crimson-violet aura clads the greataxe. The creature must make a DC20 DEX saving throw or take 6d10 force damage, halved on success.

If the creature has 5 Hemorrhage Counters, it fails the save automatically, then takes another 2d10 force damage and all counters are lost on that creature. The Hemorrahge Curse does not apply with this feature.

You can’t use this feature again until next dusk.

Champion of Solitude

Improved Companion of Solitude You can conjure a Champion Wolf Spirit that takes modified stats of a Winter Wolf. This is an evolved or exalted Wolf Spirit.

You can telepathically communicate with this creature; it understands you but can’t speak. The Spirit has the same Intelligence and alignment as you do. You can mount your companion with 4 medium-sized creatures; also you gain the Mounted Combatant feat.

The spirit will appear as a violet translucent wolf with a black crown headdress on top of its head and considered as a celestial.


Attunement

You can only attune to this weapon if you're a Barbarian, Fighter, Paladin, or Cleric only and at least 10th level to Awaken it. If the weapon is ever lost or out of your hands, you can summon it to you as an action or bonus action.

Half-Sentience

Though weapon doesn't have full sentience, it can only be wielded and attuned by creatures that has to be of a Chaotic nature and can't be touched by an Lawful creature. If an Lawful creature tries to touch it, they will suffer 1d10 necrotic damage + 1d10 psychic damage that ignores resistances and immunities.


Champion Wolf Spirit

Huge Celestial, Your Alignment


  • Armor Class 20 (natural armor)
  • Hit Points 100
  • Speed 60ft

STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 22 (+6) - 12 (+1) 14 (+2)

  • Saving Throws Strength +10, Dexterity +10
  • Skills Intimidation +7, Perception +6, Stealth +8
  • Damage Resistances Necrotic, radiant, non-magical bludgeoning, piercing and slashing damage
  • Condition Immunities Sleep
  • Senses Darkvision 120ft, Blindsight 30ft

Keen Hearing and Smell. The Spirit has advantage on Wisdom (Perception) checks that rely on hearing and smell.

Pack Tactics. The Spirit has advantage on an attack roll against a creature if at least one of the Spirit's allies is within 10ft of the creature and the ally isn't incapacitated.

Running Leap. With a 10ft running start, the lion can long jump up to 30ft.

Impenetrable Skin. The Spirit possesses an impenetrable skin making him almost impossible to kill, normal and nonmagical attacks made against the Spirit have disadvantage.

Actions

Multiattack. The Spirit makes two bite attacks.

Bite. Natural Weapon Attack: +10 to hit, reach 10ft, 4d12+5 piercing damage.

Dark Breath (Recharge 5-6) The Spirit exhales a blast of dark energies in a 20-foot cone. Each creature in that area must make a DC18 Dexterity saving throw, taking 4d10 necrotic damage on a failed save, or half as much damage on a successful one.

Thundering Howl (1/Day) Each hostile creature within 120ft of the Spirit that can hear its howl must succeed on a DC16 Constitution saving throw, if the creature fail the saving throw then he take 4d10 thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.

 

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