Valefar (Devil Arm)

**Valefar** is a magical weapon in the *Devils Might Surrender* continuity of Nat19. It is a Devil Arm in the form of a greataxe, born of Valefar's demonic essence. It was initially claimed by Fionula Ione after Valefar's defeat, but is currently in the possession of Geno Angelo.

## Role in Plot

When Valefar was killed, his essence transformed into a greataxe. This was almost immediately claimed by Fionula Ione, who sought to use it as a symbol of her claim to the Frost Hell throne. However, after it was revealed that Geno could not access his body's heightened combat state despite it being unlocked, Fionula offered it to Geno as a means to compensate for that inability.

Geno utilized the axe during the DMS Party's second fight with the Lord of Frostlight, using it to create a massive, icy construct of Valefar. The construct swallowed Immanuel, thus briefly shielding him from the attacks of the Lord of Frostlight's minions. The construct was quickly shattered by the Lord of Frostlight's ice dragon.

## Features

This magical greataxe has the heavy, two-handed and thrown (range 100/300) properties. Valefar's DC calculations use your Strength modifier.

* **Axe of Conquest**: When you make a thrown weapon attack with this weapon you may choose to hold onto it, and be pulled along its path as it soars. If you do, its short and long ranges as a thrown weapon are halved.
* **Gift of Regulation**: While attuned to this weapon, you have resistance to fire damage and immunity to cold damage. You are also immune to effects cause by extreme cold and hot environmental conditions.
* **Heavy**: A creature must have at least 19 Strength to attune to this weapon.
* **Style Actions**
	+ **E Rank, Kilimanjeer**: When you hit a creature with this weapon you can spend 1 style point to coat them with ice and reduce their movement speed by 50 feet until the end of their next turn.
	+ **D Rank, Everest Scale**: As a bonus action you can spend 2 style points to cause a huge blade of ice to appear on the other end of Valefar, which remains until the start of your next turn. During this time, each time you make a weapon attack with Valefar you may make an attack with the bladed end (using the same attack bonus as Valefar), dealing 1d12 cold damage on a successful hit.
	+ **C Rank, Dancing Maclear**: When you take the Attack action and throw this weapon as one of your attacks, you can spend 3 style points to direct the weapon from afar. If you do so, you can use your remaining weapon attacks as part of that Attack action to redirect it from the creature it was thrown at to another target within its thrown attack range. If you take this style action you may choose to use your bonus action to have Valefar make one extra attack as per this feature. At the end of your turn Valefar returns to your hand. You cannot use this feature while travelling with it when it's thrown.
	+ **B Rank, Denali's Ruin**: As a bonus action you can spend 4 style points to cast Investiture of Ice. When cast this way, a 10-foot radius sphere of frost encircles you like a storm, and any creature that starts its turn there or enters it once per turn takes 3d8 cold damage.
	+ **A Rank, Thor's Hammer**: As an action you can spend 5 style points to slam this weapon into the ground or other surface, unleashing a shockwave that affects all creatures in a 30-foot radius sphere (except you) centered on you. All creatures within range must make a Strength saving throw, taking 7d10 bludgeoning damage and 4d10 cold damage on a failed save, or half as much damage on a successful one. Any huge or smaller creature that fails their save is also knocked prone and pushed back 50 feet.
	+ **S Rank, Chill of Rainier**: When you hit a creature with this weapon you can spend 6 style points to force them to make a Constitution saving throw. If they fail they are affected by the effects of Power Word Pain, as their body is riddled with the coldest chill imaginable. The target is not immune even if it is immune to being charmed, but is unaffected if it is immune to cold damage.
	+ **SS Rank, Dragon of the Frost Hells**: As an action you may spend 7 style points to summon up the gargantuan form of Valefar made from ice briefly, to take an action against a target you choose within 100 feet. This avatar of Valefar remains for up to 1 minute, and when conjured you may have it take one of the following actions:
		- Attempt to grapple a creature until the end of your next turn. Its modifier for doing so is +10. A creature grappled by this effect is restrained.
		- Continue an ongoing grapple against a creature, also dealing 2d10 bludgeoning damage as it crushes them.
		- Intercept any attack targeting one ally of yours within 30 feet of it, as long as the effect requires an attack roll or Strength/Dexterity saving throw. When doing so, it is automatically hit by the attack/effect unless the attacker rolls a natural 1 but the original target is not affected.
		- Make a weapon attack against a creature within 30 feet of it. Its attack bonus is equal to Valefar's spell attack bonus and it deals 2d10 bludgeoning damage and 2d10 cold damage on a successful hit.
		- Grab one willing medium or smaller creature within 15 feet of it and place them within its body (swallowing them), where they are protected from outside effects and attacks. They may leave on their turn, requiring 30 feet of their movement to appear in a space next to the Valefar construct (breaking out of its body to do so).
		- Target one creature within 100 feet of the Valefar construct that can see it, and instill them with fear. That creature must attempt a Wisdom saving throw against Valefar's DC. On a failed save they are frightened of it until it disappears.
		- On subsequent turns you can use your bonus action to command it to take one of these actions again, and it can move up to 30 feet as part of any of them. The ice Valefar is a gargantuan construct that has 50 hit points and 20 AC. It is resistant to piercing, slashing, and fire damage, and is immune to cold damage. It is vulnerable to bludgeoning and force damage. It is immune to all status conditions. If it must make a saving throw against an effect, its bonus is equal to Valefar's spell attack bonus.
		- You can create the construct in a space too small for it, but if you do it may only perform one action and is then destroyed immediately.
	+ **SSS Rank, Oymyakon**: As an action you can spend 8 style points to unleash a blizzard from the weapon that erupts in a 120-foot cone originating from you or a 40-foot radius sphere centered on you. All creatures within range (except you) must make a Constitution saving throw. Creatures that fail the save take 10d10 cold damage and are frozen solid. They are restrained, frozen into solid chunks of hellishly cold ice. Creatures restrained this way cannot take bonus actions, take 3d8 cold damage at the start of their turn, and can only be freed if they or another creature uses their action to make a Strength check against Valefar's DC, breaking out of the ice on a success. A creature who succeeds their saving throw takes half as much cold damage and isn't restrained, but cannot take reactions until the start of their next turn.

## Known Wielders

* Fionula Ione (formerly)
* Geno Angelo