When you hit with a melee attack using this magic spear and reduce the target to 0 hit points, you gain 2d6 temporary hit points.<\/strong>
<\/div>Weight:<\/b> 3 lb
Reference:<\/b> CoS<\/p><\/div>","family":"Weapons","category":"Simple Weapons","subcategory":"None","cost":"","dmg_s":"1d6","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"1d8","weight":"3 lb","critical":"20 x2","armor_check_penalty":"","type":"Piercing","reference":"Usergen"},{"id":11051,"name":"Gulthias Staff","full_text":"Gulthias Staff<\/h2>
Family:<\/b> Weapons
Category:<\/b> Simple Weapons
Type:<\/b> Bludgeoning<\/p>
Damage small:<\/i> 1d6
Damage medium:<\/i> 1d8 (versatile)<\/p>
This item requires attunement<\/div>
<\/div>
Made from the branch of a Gulthias tree (see the blights entry of the Monster Manual), a Gulthias staff is a spongy, black length of wood. Its evil makes beasts visibly uncomfortable while within 30 feet of it. T
he staff has 10 charges and regains 1d6+4 of its expended charges daily at dusk<\/strong>.<\/div>If the staff is broken or burned to ashes, its wood releases a terrible, inhuman scream that can be heard out to a range of 300 feet. All blights that can hear the scream immediately wither and die.<\/div>
<\/div>
Vampiric Strike: The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to regain a number of hit points equal to the damage dealt by the weapon. Each time a charge is spent, red blood oozes from the staff's pores, and you must succeed on a DC 12 Wisdom saving throw or be afflicted with short term madness.<\/div>
<\/div>
Blight Bane: While you are attuned to the staff, blights and other evil plant creatures don't regard you as hostile unless you harm them.
<\/div>
Weight:<\/b> 4 lb
Reference:<\/b> CoS<\/p><\/div>","family":"Weapons","category":"Simple Weapons","subcategory":"None","cost":"","dmg_s":"1d6","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"1d8 (versatile)","weight":"4 lb","critical":"","armor_check_penalty":"","type":"Bludgeoning","reference":"Usergen"},{"id":11052,"name":"Saint Markovia's Thighbone","full_text":"Saint Markovia's Thighbone<\/h2>
Family:<\/b> Weapons
Category:<\/b> Simple Weapons
Type:<\/b> Bludgeoning<\/p>
Damage small:<\/i> 1d6<\/p>
Extra 2d6 radiant damage on undead or fiend <\/p>
This item requires attunement.<\/div>
<\/div>
Saint Markovia's thighbone has the properties of a mace of disruption. If it scores one or more hits against a vampire or a vampire spawn in the course of a single battle, the thighbone crumbles into dust once the battle concludes.<\/div>
As a youth, Markovia followed her heart and became a priest of the Morninglord soon after her eighteenth birthday. She proved to be a charismatic proselytizer and, before the age of thirty, had gained a reputation for allowing no evil to stand before her.<\/div>
<\/div>
Markovia had long considered Strahd a mad tyrant, but only after his transformation into a vampire did she dare to challenge him. As she rallied her followers and prepared to march on Castle Ravenloft, Strahd sent a group of vampire spawn to her abbey. They confronted Markovia and were destroyed to a one.<\/div>
Suffused with confidence born of a righteous victory, Markovia advanced on Castle Ravenloft. A great battle raged from the catacombs to the parapets. In the end, Markovia never returned to Barovia, and Strahd long afterward walked with a limp and a grimace of pain. It is said that he trapped Markovia in a crypt beneath his castle, and her remains linger there yet.<\/div>
<\/div>
The essence of Markovia's saintliness passed partly into her bones as the rest of her body decomposed. Her remaining thighbone is imbued with power that inflicts grievous injury on the undead.<\/div>
<\/div>
Mace of Disruption:<\/strong> When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.<\/div>While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
<\/div>
Weight:<\/b> 4 lb
Reference:<\/b> CoS<\/p><\/div>","family":"Weapons","category":"Simple Weapons","subcategory":"None","cost":"","dmg_s":"1d6","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"4 lb","critical":"","armor_check_penalty":"","type":"Bludgeoning","reference":"Usergen"},{"id":11053,"name":"Sunsword","full_text":"Sunsword<\/h2>
Family:<\/b> Weapons
Category:<\/b> Martial Weapons
Type:<\/b> Radiant<\/p>
Damage small:<\/i> 1d8
Damage medium:<\/i> 1d10 (versatile)<\/p>
Extra 1d8 on undead <\/p>
Bonus +2 to attack and damage<\/p>
This item requires attunement<\/div>
<\/div>
The Sunsword is a unique blade once possessed by Strahd's brother, Sergei von Zarovich. In its original form, it had a platinum hilt and guard, and a thin crystal blade as strong as steel.<\/div>
Strahd employed a powerful wizard named Khazan to destroy the weapon after Sergei's death. The first part of the process required the hilt and the blade to be separated, which Khazan accomplished. While Khazan was busying himself destroying the blade, his apprentice stole the hilt and fled. Khazan later located his apprentice's mutilated corpse in the Svalich Woods, but the hilt was nowhere to be found. To avoid the vampire's wrath, Khazan told Strahd that the entire weapon had been destroyed.<\/div>
The hilt, which is sentient, knows that it can never be reunited with its original crystal blade. It has, however, gained the properties of a sun blade.<\/div>
<\/div>
Sentience<\/strong>: The Sunsword is a sentient chaotic good weapon with an Intelligence of 11, a Wisdom of 17, and a Charisma of 16. It has hearing and normal vision out to a range of 60 feet. The weapon communicates by transmitting emotions to the creature carrying it or wielding it.<\/div> <\/div>
Personality<\/strong>: The Sunsword's special purpose is to destroy Strahd, not so much because it wants to free the land of Barovia from evil but because it wants revenge for the loss of its crystal blade. The weapon secretly fears its own destruction.<\/div> <\/div>
Sun blade<\/strong>: This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.<\/div> <\/div>
You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.<\/div>
<\/div>
The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.<\/div>
Weight:<\/b> 3 lb
Reference:<\/b> CoS<\/p>","family":"Weapons","category":"Martial Weapons","subcategory":"None","cost":"","dmg_s":"1d8","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"1d10 (versatile)","weight":"3 lb","critical":"","armor_check_penalty":"","type":"Slashing","reference":"Usergen"}],[],[],[],[],[],[]]