The Immortal Axe

Weapon (Battleaxe), Legendary cursed relic, requires attunement

Description:  The Immortal Axe is a wicked-looking black battleaxe with a serrated edge. In battle it moves with such speed that it seems to be a blur. 

The Immortal Ax is a +3 battleaxe that grants the wielder a killing cleave ability. If the wielder makes a killing blow or a critical attack, the wielder may make another melee attack against a different enemy as a bonus action. All attacks made with the Immortal Axe must be lethal. It cannot make non-lethal attacks. The Immortal Axe is sentient and houses the spirit of a long-dead orc named Zaragog. If the wielder is also an orc or a half-orc, the wielder gains immunity to frightened, charmed, and petrified. The Immortal Axe carries the Curse of Zaragog.

Curse of Zaragog: Zaragog was an evil orc bent on world conquest. He will speak to the axe wielder victim telepathically and encourage them to take the most violent and aggressive actions possible. He will mock the wielder if they do anything he doesn’t like. He doesn’t believe in helping the weak and he feels strongly that might always makes right. He is impatient, reckless, and easily offended. He thrives in battle. He can speak both common and orc. 

If the victim ever makes a critical failure on an attack with the Immortal Axe, Zaragog will offer to help. If the victim accepts his help then the critical failure becomes a critical success. However, such help comes with a cost. If Zaragog helps six times then Zaragog will possess the victim’s body and they will transform into an orc if they are not already. Then the player’s soul will become trapped in the battleaxe. The victim remains trapped until Zaragog is killed at which point he returns to the battleaxe and the victim’s soul is released. Only a wish spell can bring a victim back to life if this happens. If the victim refuses Zaragog’s help then he will try to exert control. The victim must make a Wisdom save at DC 15 with disadvantage. On a success, nothing happens. On a failure, the critical failure becomes a critical success and Zaragog is one step closer to taking over the victim’s body.

Removing the Curse: Once attuned, the victim cannot willingly end the curse nor can the victim get rid of the battleaxe. The curse can be removed with a Greater Restoration spell and the victim will take 10d8 slashing damage as the axe attacks the victim using their own hands. However, this can only be done before Zaragog takes over the victim’s body. If Zaragog has taken control then there is no cure. Zaragog must be killed before the victim’s soul can find the peace of death and perhaps ressurection.

Destroying the Immortal Battleaxe: The battleaxe can only be destroyed by the orc deity Gruumsh. He is the one that gave Zaragog the gift of Immortality through the battleaxe and only the orc god can revoke it. 

Zaragog the Immortal

Large humanoid (orc), neutral evil

Armor Class 18 (half plate)

Hitpoints 180 (20d8+100)

Speed 30 ft.

STR DEX CON INT WIS CHA

24 (+6)   16(+3) 20 (+5) 13 (+1) 13 (+1) 16 (+3)

Saving Throws: Con +8, Wisdom +5

Skills: Athletics +10

Immunities: Zaragog is immune to charmed, frightened, and petrified

Senses: Darkvision 60 ft., Passive Perception 15

Legendary Resistance: (3/day). Zaragog can succeed on a saving throw that he fails three times per day.

Hard Eyed: Zaragog hits on a critical attack on rolls of 18-20.

Killer Cleave: If Zaragog rolls a critical hit or hits an enemy and reduces them to 0 hitpoints, then Zaragog may make another melee attack to a different enemy in range.

Reckless Attack: Zaragog gains advantage on all attacks. All attacks against Zaragog have advantage. 

Challenge Rating 16 (15,000 XP)

Actions

Multi-Attack: Zaragog makes three attacks with his Battleaxe.

BattleAxe: Weapon melee attack. +12 to hit, reach 5 ft., one target, 2d8+9 slashing damage.

Mighty Grab: Weapon melee attack. +9 to hit, reach 5 ft., one target, 1d6+6 bludgeoning damage. On a successful hit, if the target is medium sized or smaller then Zaragog picks up the creature and throws them 40 ft. in any direction. The creature takes an additional 4d6 bludgeoning damage and is knocked prone.

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