Page 226 - Dungeon Master's Guide
P. 226
SwoRD OF KAs Spirit ofKas. While the sword is on your person, you
Wondrous item, artifact (requires attunement) add a dlO to your initiative at the start of every combat.
In addition, when you use an action to attack with the
When Vecna grew in power, he appointed an evil and
sword, you can transfer some or all of its attack bonus r
ruthless lieutenant, Kas the Bloody Handed, to act as your Armor Class instead. The adjusted bonuses remai-
his bodyguard and right hand. This despicable villain in effect until the start of your next turn.
served as advisor, warlord, and assassin. His successes
Spells. While the sword is on your person, you can
earned him Vecna's admiration and a reward: a sword
use an action to cast one of the following spells (save
with as dark a pedigree as the man who would wield it.
18) from it: call lightning, divine word, or finger of dead:
For a long time, Kas faithfully served the lich but
Once you use the sword to cast a spell, you can't cast
as Kas's power grew, so did his hubris. His sw;rd
that spell again from it until the next dawn.
urged him to supplant Vecna, .so that they could rule
Sentience. The Sword of Kas is a sentient chaotic e\
the lich's empire in Vecna's stead. Legend says Vecna's
weapon with an Intelligence of 15, a Wisdom of 13, and
destruction came at Kas's hand, but Vecna also wrought
a Charisma of 16. It has hearing and darkvision out to 2
his rebellious lieutenant's doom, leaving only Kas's
range of 120 feet.
sword behind. The world was made brighter thereby.
The weapon communicates telepathically with its
The Sword of Kas is a magic, sentient longsword that
wielder and can speak, read, and understand Common
grants a +3 bonus to attack and damage rolls made with
Personality. The sword's purpose is to bring ruin to
it. It scores a critical hit on a roll of 19 or 20, and deals
Vecna. Killing Vecna's worshipers, destroying the licb·s
an extra 2d10 slashing damage to undead.
works, and foiling his machinations all help to fulfill
If the sword isn't bathed in blood within 1 minute of
this goal.
being drawn from its scabbard, its wielder must make a
The Sword of Kas also seeks to destroy anyone
DC 15 Charisma saving throw. On a successful save, the
corrupted by the Eye and Hand of Vecna. The sword's
wielder take 3d6 psychic damage. On a failed save, the
obsession with those artifacts eventually becomes a
wielder is dominated by the sword, as if by the dominate
fixation for its wielder.
monster spell, and the sword demands that it be
Destroying the Sword. A creature attuned to both
bathed in blood. The spell effect ends when the sword's the Eye of Vecna and the Hand of Vecna can use the
demand is met.
Random Properties. The Sword of Kas has the wish property of those combined artifacts to unmake
following random properties: the Sword of Kas. The creature must cast the wish spe
and make a Charisma check contested by the Charis .
1 minor beneficial property check of the sword. The sword must be within 30 feer
• 1 major beneficial property of the creature, or the spell fails. If the sword wins the
1 minor detrimental property contest, nothing happens, and the wish spell is wasteC.
• 1 major detrimental property If the sword loses the contest, it is destroyed.
•
•
• •
•
SwoR D O F K t>.s
..
•
Wt>.ND OF 0RCUS
CHAPTER 7 I TREASURE

