Decaying Dagger

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Decaying Dagger

Description

This document covers the effects of having a demonic dagger I created for a tiefling warlock. He received it as inheritance from his father (who was a demon).

Decaying Dagger

Weapon (Dagger), rare (requires attunement)

Credit: D&D Beyond

An ice and fire dagger that came directly from the depths of Stygia, along with several diseases.


Finesse, Light, Thrown (6m/18m)(20ft/60ft). Whenever this dagger hits an enemy, the dagger releases 4 demonic flames, 2 hit enemies and 2 hit allies. The flames prioritize targets within 1.5m (5ft.) from the weapon and deal 1d4 + the users charisma modifier as fire damage.

Curse. After a long rest the user must make a constitution saving throw for diseases (DC 15). On a failure, roll 1d6 for a disease from the Infernal Disease list. The user must be free of any Infernal Disease before you can use this effect again. Removing the curse turns the item into a common dagger. Any disease can be repressed for 1 day with Lesser Healing and can be completely removed with a Greater Healing. The diseases are ranked from most dangerous to least dangerous.

Infernal Diseases Table

Roll Disease Lasts Can Kill
1 Selaceous Plague at least 1 day Yes
2 Gelugon Flu 1-4 days Yes
3 Spinamorfia 6 days No
4 Remorhoid Fever 1d6 days No
5 Imp Arm 1d4 days No
6 Flame Migraine 1d4 days No

Selaceous Plague

It takes 1d4 days for the symptoms to manifest. Symptoms include fatigue and cramps. The infected creature suffers one level of Exhaustion, and it regains only half the normal number of Hit Points from spending Hit Dice and no Hit Points from finishing a Long Rest.

At the end of each Long Rest, an infected creature must make a DC 12 Constitution saving throw. On a failed save, the character gains one level of Exhaustion. On a successful save, the character’s Exhaustion level decreases by one level. If a successful saving throw reduces the infected creature’s level of Exhaustion below 1, the creature recovers from the disease.

Gelugon Flu

You become pale and weak, receiving -2 on Strength and Dexterity ability values. Your speed decreases 3m (10ft.). After a long rest you must make a constitution saving throw (DC 12). On a success you become cured and all effects from the disease are removed. On a failure the disease worsens. For each day it worsens you add the effect of the disease again on top of the old one (on the first day your speed receives -3m, on the second -6m, on the third -9m, etc. Repeat it similarly for the other values). The first time you reach or pass 0m speed you become unconscious. If the disease worsens again after that, you die.

Spinamorfia

This disease lasts 6 days and at the end of the third day you look like a Spinagon (devil).

Spinagon

Credit: Forgotten Realms wiki

  • On the first day your skin acquires a purple-ish color and by the end of the day you acquired a lot of lumps in your whole body, some very pointy. You receive -2 on Intelligence ability value.
  • On the second day your lumps become thorns that can have up to 15cm. They can sting creatures that touch it and may pierce your clothes. They also make it hard for you to change clothes. Many other lumps also appear in your whole body. Breaking these thorns hurt you as much as pulling a small strand of hair from your head. You also get a small tail and sometimes small horns. You receive again -2 on Intelligence ability value.
  • On the third day every lump has grown into a thorn and they range from 10cm (3.9″) to 40cm (15.7″). They completely pierced any clothing you were wearing except for shoes and gloves and make it almost impossible to change clothes. In this stage your tail can be up to 1m long and full of thorns, if you grew horns, they can be up to 30cm (11.8″), usually having weird shapes and not being symmetrical. You receive your last -2 on Intelligence ability value.
  • From the fourth day forward the disease starts regressing in a reverse order, starting on the effects of the third day and going back to the second then first day effects.

Creatures that have Infernal or Demonic Heritage may only receive -1 on the Intelligence decrease or may not even experience this symptom. Creatures that already have horns and tails don't grow new ones.

Remorhoid Fever

A sick person has high fever, trouble maintaining balance and moving which can make them barely walk, usually only moving by crawling. The person gets partially blind, only discerning objects under 1.5m (5ft.) of distance from them. The person experiences a lot of back pain, and their back radiates heat and light, illuminating everything in a semicircle of 3m (10ft.) radius.

After every long rest, the person can make a constitution saving throw (DC 12) to lose one of these random symptoms: trouble with balance, trouble with moving, blindness, back pain, back radiation. Creatures that have Infernal or Demonic Heritage can repeat the saving throw if they fail on the first one.

After 1d6 days, a creature with this disease is healed and doesn't show any symptoms.

Imp Arm

Imp Arm is a parasite that grows a small imp face with eyes, nose, mouth and horns in an arm of the host. The parasite can sometimes move the arm, but just small reflexes, it can't control it for more than 2 seconds. The parasite can speak Common and Infernal but only small, short sentences and random words.

The parasite grows everyday, making the arm look bigger, and after 1d4 days the parasite attempts to leave the arm stealthly while the host is sleeping, and no one is around, as a very small deformed imp. The process may cause some pain and wake up the host. The arm hurts a little after the parasite leaves it, and appears very skinny, but it gets normal after a couple days. If the imp lives, it becomes a normal imp after 1d4+4 days. The imp can leave up to 4 hours before the ideal time and 4 hours later. It can't stay in the host for more time than that or its deformities will become permanent. So even if the host isn't sleeping or the imp is being watched all the time, it will eventually leave.


Deformed Imp

Tiny fiend (devil), lawful evil


  • Armor Class 10
  • Hit Points 5 (1d8+1)
  • Speed 3m (10ft.)

STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)

  • Skills Deception +4, Insight +3, Persuasion +4
  • Senses darkvision 120ft., passive Perception 11
  • Languages Infernal, Common
  • Challenge 1/8 (25 XP)

  • Devil's Sight. Magical darkness doesn't impede the imp's darkvision.

  • Magic Resistance. The imp has advantage on saving throws against spells and other magical effects.

Actions

Sting. Melee Weapon Attack: +5 to hit, reach 1.5m (5ft.), one target. Hit: (1d4 + 3) piercing damage.

Flame Migraine

You experience a light Migraine and your head is on fire. The fire doesn't hurt you, but it can burn anything that touches it. The flames are low, only about 10cm (3.9″) tall, lighting everything in a 0.9m (3ft.) radius. You can put out this fire, causing the migraine to go away, but in a few minutes it rekindles itself again along with the migraine. After 1d4 days, the flame extinguishes by itself.

 

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