Snake Charm Quiver

***Sentience.*** The snake charm quiver is a sentient, unaligned item with an Intelligence of 7, a Wisdom of 15, and a Charisma of 10. It has hearing and darkvision out to a range of 60 feet, and blindsight to a range of 20 feet.

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

***Personality.*** This quiver contains the trapped spirit of a winged serpent from the Astral Plane. The quiver yearns to spread temptation, be it through its wearer or someone they meet. It speaks with elongated hisses and lisps. It hungers for freshly-killed, raw meat and demands that you consume theflesh of creatures you kill in battle. Its telepathic link with you allows it to enjoy and relish the act of consumption as well as your sense of contentment of a full stomach.

##### Inert

While in its Inert state, the quiver has the following properties:

You can speak, read, and write Draconic and Abyssal while the quiver is on your person.

***Snake’s Sight.*** The snake’s tongue constantly flicks, tasting the air and communicating sensory information to you telepathically. While the quiver is on your person, you have blindsight out to a range of 20 feet. If you already have blindsight, carrying the quiver increases its range by 20 feet.

***Poisoned Ammunition.*** A piece of ammunition placed in the quiver absorbs the snake’s magical venom. When you hit a creature with a ranged attack using a piece of ammunition from this quiver, you can choose to release the venom within. The target must make a DC 13 Constitution saving throw or take an additional 1d4 poison damage.

***Rattle Tail.*** As a bonus action, you can cause the snake to rattle its tail. Each creature of your choice within 30 feet of the quiver that can hear it must succeed on a DC 13 Wisdom saving throw or become frightened of the quiver for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success. If a target’s saving throw is successful or the effect ends, the target is immune to being frightened by the quiver for 24 hours. This property can’t be used again until the next dawn.

##### Enlightened

When the quiver reaches its Enlightened state, it gains the following properties:

* While carrying the quiver, you have resistance to acid and poison damage.
* The damage dice for Poisoned Ammunition increases to 1d6 and the Constitution saving throw DC increases to 13.
* The Rattle Tail’s Wisdom saving throw DC increases to 15.
* You can use the Astral Infusion property, as detailed below.

***Astral Infusion.*** You can use an action to touch the quiver, causing an astral projection of the snake to come forth and coat up to 5 pieces of ammunition in a potent poison. The poison remains on a piece of ammunition for 1 minute or until an attack using it hits a creature. That creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature uses its action to shake the target awake. Once you have used this property of the quiver, it can’t be used again until the next dawn.

##### Ascended

When the quiver reaches its Ascended state, it gains the following properties:

* The damage dice for Poisoned Ammunition increases to 1d12 and the Constitution saving throw DC increases to 17.
* The Rattle Tail’s Wisdom saving throw DC increases to 17.
* The Astral Infusion’s Constitution saving throw DC increases to 17, can coat up to 10 pieces of ammunition, and lasts for up to 5 minutes or until an attack using it hits a creature.

Part of: Aizendore's Vault of Tragic Treasure