Meloth's Lifedrinker
ITEM 4Perception +11; precise darkvision 40 feet, imprecise hearing 30 feet
Communication telepathy (Azlanti, Chthonian, Common)
Skills Deception +13, Intimidation +11, Occultism +10, Religion +11
Int +2, Wis +3, Cha +5
Will +11
Meloth's Lifedrinker is a +1 longsword whose blade appears to be made of obsidian pitted with pocks and scars that, upon closer examination, are tiny images of screaming faces, their haunted visages twisted in pain and fear. It was once a much more powerful weapon, until Sarnax used it as a prison to contain the essence of its original wielder—a demon lord named Meloth. The magic that once granted the blade its power immediately transformed and refocused into the task of serving as a prison for the demon lord, leaving the sword a shadow of its prior glory and infusing it with an unnatural weight three times that of a typical longsword. Over the centuries, Meloth has become able to observe and manipulate the world around the blade
Meloth's ability to influence the world around him via illusions is limited to those events detailed in the adventure, but a PC who ends up carrying the cursed sword for an extended length of time (beyond the scope of this adventure) might find similar illusions manifesting to further torment them, their companions, and anyone around them. Even then, Meloth won't directly communicate with his wielder unless he's fused to them.
A character who holds Meloth's Lifedrinker must make a DC 18 Will save to resist Meloth's influence at the end of every round they continue to hold the weapon (one can safely—but awkwardly—transport Meloth's Lifedrinker by picking it up, moving, and then dropping it before ending oneʼs turn).
Critical Success The character is temporarily immune to Meloth's influence for 24 hours and can carry or wield the sword normally as a +1 longsword.
Success The character is unaffected by Meloth's influence this round.
Failure Meloth's Lifedrinker fuses with the character. As part of this bond, Meloth absorbs some of the character's life, reducing the character's maximum HP by 6 (to a minimum of 1) for as long as the character remains fused to the sword. Meloth now communicates with the fused character via telepathy—encouraging them through lies, coercion, and threats to commit more and more atrocities while seeking a way to somehow free him from this prison.
Critical Failure As failure, but it reduces the character's maximum HP by 12 (to a minimum of 1).