Hellflame Auger
Melee Weapon (Martial, Longsword), Legendary, Requires Attunement
Damage - 1d8 Piercing
Properties - Versatile (1d10)
Mastery - Sap
“Born deep in the bowels of Mephistopheles’ arcane research laboratories, this strange machine is the result of an experiment to explore Hellfire’s combat applications. It’s raw infernal energy overwhelming the weaker devils.
The outer “shell” of the blade is based on a natural denizen of Baator, the Scaly-foot Devil, an infernal snail that feeds on the natural geysers of hellfire that broke through each layer’s crusts. Like all fiendish creatures this gastropod has a natural affinity for poisons and flame.”
The Slow Blade Penetrates… - The strange shape of this weapon makes grievous wounds all the harder to heal. On a Critical Hit, the target’s Maximum Hit Points are reduced by the amount of damage taken. The creature’s hit point maximum can only be restored by a Greater Restoration spell or a Long Rest.
Teretoxic Terror - On a successful attack, the target must make a DC18 Constitution Saving throw. Failure: The target becomes Poisoned for 1 minute.
A creature Poisoned in this way must make a DC18 Constitution saving throw at the end of their next turn. Failure: The target becomes Paralyzed in addition to being Poisoned. Success: The creature is no longer Poisoned.
A creature Paralyzed in this way must make a DC18 Constitution saving throw at the end of their next turn. Failure: The creature bursts into flames, taking 8d6 Fire damage. Success: The creature is no longer Paralyzed or Poisoned
A creature who is on fire in this way takes 4d6 Fire damage at the start of each of their turns and may repeat the Constitution saving throw at the end of each turn to end the Paralyzed and Poisoned conditions. An action may be used to douse the flames, preventing the damage, but the creature reignites each turn until the Paralyzed and Poisoned conditions are ended.