Appearing as a magical weapon, when a foolish creature attunes to the demon, its horrifying nature is revealed. A demonic armament appears to be a +2 magical weapon, and fully functions as one. If uncovered, the demonic armament will attempt to seem like a sentient weapon. However, if this ploy fails, the demon will attempt to withdraw and find a new host.
Unholy Corruptor. Shortly after attuning the weapon, the demon will begin to contact its wearer through dreams aimed to inspire the creature to develop greater ambitions. Once coerced, it will begin to speak to its user through whispers, second guessing the creature’s better intentions and sowing paranoia and delusion. It will use its powers to convince its wielder that any who would separate it from the weapon is a threat and jealous of its wielder’s power.
The demonic armament’s sole goal is to corrupt the soul of its wielder, by prodding it down dark paths to cause as much misery and death as possible before the wielder is killed, and the armament can escort it to the depths of the Abyss. If it can’t coerce its wielder, it will resort to directly controlling it and forcing it to perform evil acts, all the while goading it as if such acts are what its wielder truly desires.
Tiny Fiend (Demon), Chaotic Evil
Armor Class 19
Hit Points 130 (20d4 + 80)
Speed 0 ft., fly 30 ft. (hover)
Saving Throws Con +8, Wis +6, Cha +7
Skills Deception +7
Damage Resistances acid
Damage Immunities cold, fire, lightning, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities poisoned
Senses blindsight 120 ft., passive Perception 12
Languages telepathy while held
Challenge 11 (7,200 XP) Proficiency Bonus +4
Magic Weapon Mimicry. Until the demonic armament begins to influence its wielder, it appears identical to a magical weapon, and can’t be revealed by divination spells, clairsentient powers, and similar abilities.
Demonic Favor. At will, the demonic armament grants its host an extra 14 (4d6) necrotic damage with each attack it makes with it. When it has usurped its host, each attack it makes also gains this bonus damage.
Innate Manifestation. The demonic armament’s manifesting ability is Charisma (power save DC 15). The demon can innately manifest the following powers:
At will: apopsi (up to 5 power points, host only), harmonics (up to 1 power point)
3/day: control light (up to 1 power point, reduce light only), deflection (up to 0 power points, 3d8 reduction), mental barrier (up to 7 points), telempathic projection (up to 1 point, host only)
1/day: shadow shape (up to 3 power points)
Multiattack. The demonic armament can make two strike attacks.
Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) weapon damage plus 14 (4d6) necrotic damage.
Possess. The demonic armament’s possession save DC is 15 (Wisdom based). It is a Usurper that can possess a creature who attunes to it, which causes it to automatically fail its save against the demon’s possession.