About Windel Warhaven
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Kreescandig, the Spider Slayer Axe
The axe is a +1/+2 Melee weapon
The Axe is a +2/+3 Thrown weapon
It is a Bane weapon against Giant Poisonous Spiders ONLY (doing an additional 2d6 damage on a successful hit against these creatures)
The Axe is a special Returning Weapon, and normally returns to the wielder as per the normal rules for Returning Weapons, but on a successful hit against a Giant Poisonous Spider the weapon “Bites” instead and continues to do 2d6 damage every round automatically. The Axe cannot be made to return in this situation, and could be lost, if the spider were to escape with the axe imbedded in it, but the Dagger will “know” the location of the axe, and lead the character to it as long as it is within 1000 feet.
The Dagger is a +2/+3 Melee weapon
On a successful hit against any poison bearing monster, the Dagger will attempt to drain the potency of the poison from the creature. The struck creature is allowed a Will save (the DC is the Daggers Ego +10) and if successful the creature is not effected, but on a failure, the dagger magically drains the potency of that creature’s poison attacks for one minute. The Dagger, if successful in draining poison potency, can be commanded to deliver a poison attack (using the poison statistics of the creature it has drained) for a time up to one minute after it has drained poison potency. To do this the character must succeed at a Will save against the Dagger’s Ego, or the dagger will refuse to use the poison it has drained.
Also, once per day the dagger can be commanded to “Neutralize Poison” as per the Spell. The caster level for this ability is 8.
When thrown the axe gives off light as a Torch, illuminating the target momentarily when it strikes.
The blade of the dagger is made from the Fang of a Huge Venomous Spider, it is enchanted, strong enough to be used in combat, and instills "Hatred” in any spider that sees it.
This weapon was made by a Dwaven Oracle to assist a long forgotten Dwarven Leader (in a time before the current political situation of a Dwarven Empire) in a war against a tribe of Goblins that rode giant Poisonous Spiders. When the Tribe of Goblins were defeated, the Axe was passed down through several generations of Dwarves until it was given to a Goblin Tribe as a promise of peace (with the understanding that these Goblins would never again take to using poisonous spiders as mounts).
The weapon is vain, and wants nothing more than to be used in battle against spiders and will constantly impart a feeling of mild Arachnophobia in the wielder. It does not mind being passed around, but will choose a character (typically a character with a high Charisma Score) to latch onto and try to make that character “feel” as though the character and the weapon have a special bond. When in possession of the weapon, if you are not actively seeking out spiders to fight, the weapon becomes agitated and ramps up the Arachnophobia it imparts, until the feeling of fear of spiders becomes debilitating (usually taking a week, and then a Will Save must be made against the weapons Ego, or you abandon any plans you have and seek out giant spiders in preference to everything else including sleep and food).
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