Grendel
Martial weapon (greatsword), legendary (requires attunement)
Cost: 50 GP (base) | Weight: 6 lb. | Damage: 2d6 Bludgeoning (deals bludgeoning instead of slashing) Properties: Heavy, Two-Handed Mastery: Graze Source: PHB’24, p. 215
Grendel. I know of it.
That thing… it was not created by mortal hands, it is not a sword. But a clod of raw iron and slag with the silhouette of one. — Suleiman the Virtuous
Named after a beast in folklore disseminated throughout the Eisenreich. The sword is said to be passed down from monarch to monarch, symbolizing a power more important than the crown itself. However, this beast is purely mythical, existing solely in tales deliberately crafted in order to elevate its wielder, the mythical “first king” of the Eisenreich: Beowulf. Every song, every tribute paid to this figure is not an offering to “Beowulf,” but to Saturn. Every tale speaking of the vicious yet just leader merely serves to cover up the eldritch indifference behind the gilded mask of the king.
Grendel is the creation of a cruel mastermind favoring lethality over trivial things like maintenance, ethics, and morals. Its sheer weight and brutalist craftsmanship loudly exclaim that this implement’s purpose is to break bone and pulverize flesh.
Magic Properties
You gain a +2 to attack and damage rolls made with this magic weapon.
Brutalist. While you hold the weapon, you are aware of the presence of Tiny or larger creatures within 45 feet of you that aren’t constructs or undead. You also can’t be frightened. Additionally, when you make a Charisma (Intimidation) check, roll a d4 and add it to the check’s total.
Sentience. Grendel is a sentient true neutral weapon with an Intelligence of 14, a Wisdom of 17, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. The weapon can speak, read, and understand Zahraiyan, Adamic, Old Veimar, and can communicate with its wielder telepathically. Its voice is deep and foreboding. While you are attuned to it, Grendel also understands every language you know.
Personality. Grendel believes sternly in the philosophy of Might Makes Right, evident in its stern speech and scathing remarks directed towards the adversaries of its wielder. It holds a strong disdain for indecisive leaders, refusing to be the killing-arm of a weakling. Grendel’s primary purpose is to project power; as a tool of intimidation. It derives most of its own self worth from fulfilling this role. Consequently, it promptly chastises its wielder whenever they choose not to assert their dominance. Should Grendel chastise its user three times over the course of a week, a conflict will occur at the next dawn, aimed at disciplining the wielder for their reluctance.
The First Aspect. When rolling damage, upon rolling a 5 or a 6 with a d6, gain one charge. As a bonus action you may expend two charges by rolling 1d4 and gain the benefits of the aspect listed on the Grendel’s Aspects table. Grendel may store up to four charges at a time. At the end of a long rest, Grendel loses all charges.
Grendel’s Aspects (d4)
| d4 | Facet | Effect |
|---|---|---|
| 1 | Fear and Hunger | All creatures you choose within a 40ft radius of a point centered on you must make a DC 15 Wisdom saving throw or be frightened of you for one minute. The target may repeat the save at the end of their turns, ending the effect on itself on a success. For one hour, on hitting a target with the frightened condition with a melee weapon attack you regain 1d4+2 hit points. |
| 2 | Martyred Regret | Grendel gains the thrown property with a range of 20/60 until the end of your next turn. During this period hitting a target with a ranged weapon attack causes Grendel to explode. Each creature within a 10ft radius centered on the target must make a Dexterity Saving Throw with a DC equal to 8 + your proficiency bonus + your charisma modifier. On a failed save the target takes 1d12 fire damage or half as much on a successful one. Grendel immediately reforms in your hand. |
| 3 | Single Calamity | Until the end of your next turn whenever you miss a melee weapon attack and the target does not have an ally within 5ft of them Grendel will wrest control from you in order to land the strike. The target must make a Dexterity saving throw with a DC equal to 8 + your proficiency bonus + your charisma modifier. On a failed save the target takes damage as if it were hit, plus an additional 3d4 force damage. On a successful save the target takes half as much damage. |
| 4 | Certain, yet Futile | You may choose another aspect from this table or spend 1 additional charge in order to reduce the next instance of damage you take down to 1. This damage cannot be reduced further. |
Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it’s a Melee weapon and your Strength score isn’t at least 13 or if it’s a Ranged weapon and your Dexterity score isn’t at least 13.
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.
Mastery: Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.