Dungeon Master's Guide
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SwoRD OF KAs<br />
Wondrous item, artifact (requires attunement)<br />
When Vecna grew in power, he appointed an evil and<br />
ruthless lieutenant, Kas the Bloody Handed, to act as<br />
his bodyguard and right hand. This despicable villain<br />
served as advisor, warlord, and assassin. His successes<br />
earned him Vecna's admiration and a reward: a sword<br />
with as dark a pedigree as the man who would wield it.<br />
For a long time, Kas faithfully served the lich but<br />
as Kas's power grew, so did his hubris. His sw;rd<br />
urged him to supplant Vecna, .so that they could rule<br />
the lich's empire in Vecna's stead. Legend says Vecna's<br />
destruction came at Kas's hand, but Vecna also wrought<br />
his rebellious lieutenant's doom, leaving only Kas's<br />
sword behind. The world was made brighter thereby.<br />
The Sword of Kas is a magic, sentient longsword that<br />
grants a +3 bonus to attack and damage rolls made with<br />
it. It scores a critical hit on a roll of 19 or 20, and deals<br />
an extra 2d10 slashing damage to undead.<br />
If the sword isn't bathed in blood within 1 minute of<br />
being drawn from its scabbard, its wielder must make a<br />
DC 15 Charisma saving throw. On a successful save, the<br />
wielder take 3d6 psychic damage. On a failed save, the<br />
wielder is dominated by the sword, as if by the dominate<br />
monster spell, and the sword demands that it be<br />
bathed in blood. The spell effect ends when the sword's<br />
demand is met.<br />
Random Properties. The Sword of Kas has the<br />
following random properties:<br />
1 minor beneficial property<br />
• 1 major beneficial property<br />
1 minor detrimental property<br />
• 1 major detrimental property<br />
Spirit ofKas. While the sword is on your person, you<br />
add a dlO to your initiative at the start of every combat.<br />
In addition, when you use an action to attack with the<br />
sword, you can transfer some or all of its attack bonus r<br />
your Armor Class instead. The adjusted bonuses remaiin<br />
effect until the start of your next turn.<br />
Spells. While the sword is on your person, you can<br />
use an action to cast one of the following spells (save<br />
18) from it: call lightning, divine word, or finger of dea d:<br />
Once you use the sword to cast a spell, you can't cast<br />
that spell again from it until the next dawn.<br />
Sentience. The Sword of Kas is a sentient chaotic e\<br />
weapon with an Intelligence of 15, a Wisdom of 13, and<br />
a Charisma of 16. It has hearing and darkvision out to 2<br />
range of 120 feet.<br />
The weapon communicates telepathically with its<br />
wielder and can speak, read, and understand Common<br />
Personality. The sword's purpose is to bring ruin to<br />
Vecna. Killing Vecna's worshipers, destroying the licb·s<br />
works, and foiling his machinations all help to fulfill<br />
this goal.<br />
The Sword of Kas also seeks to destroy anyone<br />
corrupted by the Eye and Hand of Vecna. The sword's<br />
obsession with those artifacts eventually becomes a<br />
fixation for its wielder.<br />
Destroying the Sword. A creature attuned to both<br />
the Eye of Vecna and the Hand of Vecna can use the<br />
wish property of those combined artifacts to unmake<br />
the Sword of Kas. The creature must cast the wish spe<br />
and make a Charisma check contested by the Charis .<br />
check of the sword. The sword must be within 30 feer<br />
of the creature, or the spell fails. If the sword wins the<br />
contest, nothing happens, and the wish spell is wasteC.<br />
If the sword loses the contest, it is destroyed.<br />
•<br />
SwoR D O F K t>.s<br />
•<br />
•<br />
•<br />
• ..<br />
Wt>.ND OF 0RCUS<br />
CHAPTER 7 I TREASURE