#### Maethelgas Weapon (Greatsword), legendary (requires attunement), martial weapon, melee weapon, 6 lb. 2d6 Slashing heavy, two‑handed --- You gain a +3 bonus to attack and damage rolls made with this greatsword. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit a creature with a ranged attack using this weapon, the target takes an extra 2d8 necrotic damage. Immediately after the attack, the weapon flies back to your hand. ***Catch the Scent.*** When you hit a creature with a melee weapon attack using Maethelgas, you can use your reaction to mark the target. You have advantage on all melee weapon attacks against a marked target. The target remains marked until it dies, until you mark a different target, or until you are no longer attuned to Maethelgas. ***Empowered Leader.*** When a unit you control makes a Power test, Maethelgas can consume a soul inside it (see **Curse** below) to grant advantage on the check. ***Hunger Sight.*** While attuned to Maethelgas, you are aware of the presence and location of creatures within 60 feet of you that aren't constructs, devils, or undead. ***Pact of Power.*** Maethelgas protects its wielder from all but the greatest of harm. While attuned to the sword, if you take 15 or less damage from an attack or spell, you instead take no damage. ***Ravenous Will.*** Maethelgas can inspire bloodlust in those who have sworn service to you. During deployment, you can infect one unit you control with brutal fury. While infected in this way, a unit inflicts 1d6 additional casualties on a successful Power test. At the start of each round of battle, you can designate a different unit you control as the target of this feature. ***Curse.*** This sword is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one. Every time Maethelgas kills a creature of challenge rating 5 or higher with a soul, the creature's soul is stored in the sword. A creature that dies this way can't be restored to life by any means short of a wish spell. When you find Maethelgas, it contains 2d6 souls. Each day at dawn, Maethelgas consumes 1d4 souls inside it. If Maethelgas has no souls to consume, the sword loses all its magical properties save for its curse, and you must succeed on a DC 18 Constitution saving throw or gain a level of exhaustion as the sword saps your vitality. When the sword gains a new soul, you lose any levels of exhaustion gained from the curse and the sword regains all its magical properties. Levels of exhaustion accrued from the curse can't be removed by any other means. If you die from this exhaustion, your soul is consumed by Maethelgas. Only a *wish* spell is capable of ending attunement to the sword. Lesser magics can't end attunement or suppress the curse. ***Heavy.*** Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively. ***Two-Handed.*** This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. --- #### Maethelgas Weapon (Greatsword), legendary (requires attunement), martial weapon, melee weapon, 6 lb. 2d6 Slashing heavy, two‑handed --- You gain a +3 bonus to attack and damage rolls made with this greatsword. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit a creature with a ranged attack using this weapon, the target takes an extra 2d8 necrotic damage. Immediately after the attack, the weapon flies back to your hand. ***Catch the Scent.*** When you hit a creature with a melee weapon attack using Maethelgas, you can use your reaction to mark the target. You have advantage on all melee weapon attacks against a marked target. The target remains marked until it dies, until you mark a different target, or until you are no longer attuned to Maethelgas. ***Empowered Leader.*** When a unit you control makes a Power test, Maethelgas can consume a soul inside it (see **Curse** below) to grant advantage on the check. ***Hunger Sight.*** While attuned to Maethelgas, you are aware of the presence and location of creatures within 60 feet of you that aren't constructs, devils, or undead. ***Pact of Power.*** Maethelgas protects its wielder from all but the greatest of harm. While attuned to the sword, if you take 15 or less damage from an attack or spell, you instead take no damage. ***Ravenous Will.*** Maethelgas can inspire bloodlust in those who have sworn service to you. During deployment, you can infect one unit you control with brutal fury. While infected in this way, a unit inflicts 1d6 additional casualties on a successful Power test. At the start of each round of battle, you can designate a different unit you control as the target of this feature. ***Curse.*** This sword is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one. Every time Maethelgas kills a creature of challenge rating 5 or higher with a soul, the creature's soul is stored in the sword. A creature that dies this way can't be restored to life by any means short of a wish spell. When you find Maethelgas, it contains 2d6 souls. Each day at dawn, Maethelgas consumes 1d4 souls inside it. If Maethelgas has no souls to consume, the sword loses all its magical properties save for its curse, and you must succeed on a DC 18 Constitution saving throw or gain a level of exhaustion as the sword saps your vitality. When the sword gains a new soul, you lose any levels of exhaustion gained from the curse and the sword regains all its magical properties. Levels of exhaustion accrued from the curse can't be removed by any other means. If you die from this exhaustion, your soul is consumed by Maethelgas. Only a *wish* spell is capable of ending attunement to the sword. Lesser magics can't end attunement or suppress the curse. ***Heavy.*** Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively. ***Two-Handed.*** This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. ---