Lash of Shadows (Dormant)

ItemEGWp. 2762014artifact
Type
M
Rarity
artifact
Attunement
Required
Weight
3 lb.
Damage
1d4 S
Properties
F, R, Vst|EGW

This snakeskin whip is touched by the power of Zehir and ends in five animated serpent heads.

Sentience

The Lash of Shadows is a sentient chaotic evil weapon with an Intelligence of 18, a Wisdom of 16, and a Charisma of 20. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Draconic.

Personality

A mad marilith named Sizlifeth lives within the Lash of Shadows. The weapon has a short temper and experiences only extreme emotions. It is most happy when dealing harm.

Dormant

The whip grants the following benefits in its dormant state:

  • You can speak, read, and write Abyssal and Draconic.
  • You gain a +1 bonus to attack and damage rolls made with this magic weapon.
  • You can attempt to poison any creature that is hit by the whip. The creature must succeed on a DC 13 Constitution saving throw or suffer the effect of one of the following poisons of your choice; once a poison other than Serpent Venom has been used, that poison can't be used again until the next dawn:
    • Dead Eyes. A creature that fails the saving throw against this poison is poisoned for 1 hour. While poisoned in this way, the creature is blinded.
    • Serpent Venom. A creature that fails the saving throw against this poison takes 3d6 poison damage, or half as much damage on a successful save.
Raw data
{
  "dmg1": "1d4",
  "name": "Lash of Shadows (Dormant)",
  "page": 276,
  "type": "M",
  "__prop": "item",
  "rarity": "artifact",
  "source": "EGW",
  "weight": 3,
  "dmgType": "S",
  "entries": [
    "This snakeskin whip is touched by the power of Zehir and ends in five animated serpent heads.",
    {
      "name": "Sentience",
      "type": "entries",
      "entries": [
        "The Lash of Shadows is a sentient chaotic evil weapon with an Intelligence of 18, a Wisdom of 16, and a Charisma of 20. It has hearing and {@sense darkvision} out to a range of 120 feet.",
        "The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Draconic."
      ]
    },
    {
      "name": "Personality",
      "type": "entries",
      "entries": [
        "A mad {@creature marilith} named Sizlifeth lives within the Lash of Shadows. The weapon has a short temper and experiences only extreme emotions. It is most happy when dealing harm."
      ]
    },
    {
      "name": "Dormant",
      "type": "entries",
      "entries": [
        "The whip grants the following benefits in its dormant state:",
        {
          "type": "list",
          "items": [
            "You can speak, read, and write Abyssal and Draconic.",
            "You gain a +1 bonus to attack and damage rolls made with this magic weapon.",
            "You can attempt to poison any creature that is hit by the whip. The creature must succeed on a {@dc 13} Constitution saving throw or suffer the effect of one of the following poisons of your choice; once a poison other than Serpent Venom has been used, that poison can't be used again until the next dawn:",
            {
              "type": "list",
              "items": [
                {
                  "name": "Dead Eyes",
                  "type": "item",
                  "entry": "A creature that fails the saving throw against this poison is {@condition poisoned} for 1 hour. While {@condition poisoned} in this way, the creature is {@condition blinded}."
                },
                {
                  "name": "Serpent Venom",
                  "type": "item",
                  "entry": "A creature that fails the saving throw against this poison takes {@damage 3d6} poison damage, or half as much damage on a successful save."
                }
              ],
              "style": "list-hang-notitle"
            }
          ]
        }
      ]
    },
    {
      "name": "Betrayer Artifact Properties",
      "type": "inset",
      "entries": [
        "The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property and one {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property. When the artifact attains an awakened state, it gains an additional {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property and an additional {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property. When the item reaches its exalted state, it gains a {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property. See \"Artifact Properties\" in chapter 7 of the Dungeon Master's Guide for more information."
      ]
    }
  ],
  "baseItem": "whip|PHB",
  "property": [
    "F",
    "R",
    "Vst|EGW"
  ],
  "sentient": true,
  "_category": "Other",
  "reqAttune": true,
  "_entryType": "weapon ({@item Whip|Phb})",
  "_textTypes": [
    "martial weapon",
    "melee weapon"
  ],
  "_attunement": "(Requires Attunement)",
  "_isEnhanced": true,
  "bonusWeapon": "+1",
  "_fullEntries": [
    "This snakeskin whip is touched by the power of Zehir and ends in five animated serpent heads.",
    {
      "name": "Sentience",
      "type": "entries",
      "entries": [
        "The Lash of Shadows is a sentient chaotic evil weapon with an Intelligence of 18, a Wisdom of 16, and a Charisma of 20. It has hearing and {@sense darkvision} out to a range of 120 feet.",
        "The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Draconic."
      ]
    },
    {
      "name": "Personality",
      "type": "entries",
      "entries": [
        "A mad {@creature marilith} named Sizlifeth lives within the Lash of Shadows. The weapon has a short temper and experiences only extreme emotions. It is most happy when dealing harm."
      ]
    },
    {
      "name": "Dormant",
      "type": "entries",
      "entries": [
        "The whip grants the following benefits in its dormant state:",
        {
          "type": "list",
          "items": [
            "You can speak, read, and write Abyssal and Draconic.",
            "You gain a +1 bonus to attack and damage rolls made with this magic weapon.",
            "You can attempt to poison any creature that is hit by the whip. The creature must succeed on a {@dc 13} Constitution saving throw or suffer the effect of one of the following poisons of your choice; once a poison other than Serpent Venom has been used, that poison can't be used again until the next dawn:",
            {
              "type": "list",
              "items": [
                {
                  "name": "Dead Eyes",
                  "type": "item",
                  "entry": "A creature that fails the saving throw against this poison is {@condition poisoned} for 1 hour. While {@condition poisoned} in this way, the creature is {@condition blinded}."
                },
                {
                  "name": "Serpent Venom",
                  "type": "item",
                  "entry": "A creature that fails the saving throw against this poison takes {@damage 3d6} poison damage, or half as much damage on a successful save."
                }
              ],
              "style": "list-hang-notitle"
            }
          ]
        }
      ]
    },
    {
      "name": "Betrayer Artifact Properties",
      "type": "inset",
      "entries": [
        "The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property and one {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property. When the artifact attains an awakened state, it gains an additional {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property and an additional {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property. When the item reaches its exalted state, it gains a {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property. See \"Artifact Properties\" in chapter 7 of the Dungeon Master's Guide for more information."
      ]
    },
    {
      "data": {
        "item__mergedEntryTag": "property"
      },
      "type": "wrapper",
      "wrapped": {
        "name": "Finesse",
        "type": "entries",
        "entries": [
          "When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls."
        ]
      }
    },
    {
      "data": {
        "item__mergedEntryTag": "property"
      },
      "type": "wrapper",
      "wrapped": {
        "name": "Reach",
        "type": "entries",
        "entries": [
          "This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon."
        ]
      }
    },
    {
      "data": {
        "item__mergedEntryTag": "property"
      },
      "type": "wrapper",
      "wrapped": {
        "name": "Vestige of Divergence",
        "page": 200,
        "type": "entries",
        "entries": [
          "{@note This item is a Vestige of Divergence, see {@book Vestiges of Divergence|EGW|7|Vestiges of Divergence} for more information.}"
        ]
      }
    }
  ],
  "_entrySubType": "martial weapon, melee weapon",
  "grantsLanguage": true,
  "hasFluffImages": true,
  "weaponCategory": "martial",
  "_attunementCategory": "Requires Attunement"
}