Indolence of Bast

Indolence of Bast is a wicked khopesh made of Celestial Bronze with a line of jade along the ridge of the blade and composed of several individual sections linked by a sturdy metal cord running through the weapon’s length. Always dry to the touch, this magical blade appears to continuously absorb any water with which it comes into contact. This weapon was wielded by Bast, Ruler of Sloth during the Cataclysm.
Dormant State.
* The wielder has a +1 bonus to attack and damage rolls made with this weapon.
* Split. As a bonus action, you can cause the sections comprising the blade to magically detach from one another, remaining connected by the metal cord. Until reformed as a sword as a bonus action, this weapon gains the reach property.
Awakened State.
* The bonus to attack and damage rolls increases to a +2.
* This weapon does an extra 1d6 damage.
* Rend. Your Split ability evolves into Rend. When the khopesh is disconnected you can swing it around yourself, damaging each creature within 10 ft. of you.
* Unquenchable. When you crit on an attack roll made with this weapon, it releases a deadly burst of energy that drains moisture from a target, forcing it to make a DC 15 Con save. On a failed save, the target takes 6d6 necrotic damage. On a successful save, a creature takes half as much damage. This property has no effect on creatures without skin or on those immune to necrotic damage.
Exalted State.
The khopesh grows larger and becomes engulfed in constant hellfire.
* The bonus to attack and damage rolls increases to a +3.
* This weapon does an extra 1d8 damage.
* Sever. Your Split ability evolves into Sever. In addition to attacking creatures within 10 ft. radius around you, whenever a creature enters your reach you may make an attack of opportunity.
* Desiccate. Your Unquenchable ability evolves into Desiccate. The saving throw increases to 16, the damage increases to 10d6, and you crit on a 19-20. Additionally if a creature fails the save it becomes Desiccated. A desiccated creature’s skin turns dry and brittle, rupturing with ease, and causing the creature to take an additional 1d6 slashing damage whenever it takes bludgeoning, piercing, slashing, force, or thunder damage. A desiccated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Category:Divine Artifacts
Category:Weapons
Category:Magic Weapons
Category:One-Handed Weapons
Category:Swords
Category:Khopeshes
Category:Items of the Archdevils
Category:Whips
Category:Transforming Weapons