Demonic Armament
Appearing as a magical weapon, the demon reveals its horrific nature once a creature attunes to it. A demonic armament appears to be a +2 magical weapon, and fully functions as one. If its nature is discovered, the demonic armament will act 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. It prods the host down dark paths, seeking to cause as much misery and death as possible before its wielder dies, after which the demon drags the soul 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.
Demonic Armament
Tiny fiend (demon), chaotic evil
Armor Class 19 (natural armor)
Hit Points 130 (20d4 + 80)
Speed 0 ft., fly 30 ft. (hover)
STR
18 (+4)
DEX
12 (+1)
CON
19 (+4)
INT
13 (+1)
WIS
14 (+2)
CHA
17 (+3)
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 attacks
Condition Immunities poisoned
Senses blindsight 120 ft., passive Perception 12
Languages telepathy while held
Challenge 11 (7,200 XP) Proficiency Bonus +4
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 Powers. After manifesting a psionic power, the demonic armament can take a bonus action to regain half of the power points spent on that power (rounded up). It can target its host with any power it knows with a range of self.
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.
Power Manifesting. The demonic armament is a 7th-level manifester. Its manifesting ability is Charisma (power save DC 15, +7 to hit with power attacks). It has 14 power points to spend on the following powers: apopsi, harmonics, deflection, mental barrier, shadow shape, telempathic projection.
Supernatural Resistance. The demonic armament has advantage on saving throws against spells, psionics, and other magical and psychic effects.
Actions
Multiattack. The demonic armament makes 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.
Devour Light. The demon transforms all bright light into dim light and all dim light into darkness within 120 feet of it. It can selectively choose which light is diminished. Light remains diminished for 1 minute, and the demon can repeat this action to diminish light an additional step.
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.