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Anvil of Moradin

Legendary Maul, attunement by a worshiper of Moradin

Whilst attuned to this item you gain the following benefits:


Immunity to poison damage and the poisoned condition.
Your darkvision is increased by 60 feet.
You have advantage on (Charisma) Persuasion checks when interacting with Dwarves.
When attacking an Orc, Goblinoid or Giant with this weapon you deal an additional 2d8 radiant
damage.
Your Strength Score becomes 26.
Your Constitution Score becomes 24.

Chosen of Moradin
Once per day, you can use your action to become the Aspect of Moradin for 1 hour, or until you are
reduced to 0 HP, at which point you revert to your mortal form. Due to the amount of divine power
infusing your mortal body you gain 1 level of exhaustion when you revert to mortal form. As the
Aspect of Moradin you gain the following traits:
Large celestial
Armor Class 19 (Natural Armor)
Speed 40 ft., fly 120 ft.

STR 26 (+8)
DEX 20 (+5)
CON 24 (+7)
INT 19 (+4)
WIS 22 (+6)
CHA 25 (+7)

Saving Throws: Con +12, Wis +11, Cha +12

Damage Resistance: Radiant; Bludgeoning, Piercing, and Slashing from Non-magical Attacks

Condition Immunities: Charmed, Exhaustion, Frightened

Senses: Truesight 120 Ft., passive Perception 21

Languages: All, Telepathy 120 Ft.

Angelic Weapons: The Aspect of Moradin's weapon attacks are magical. When the Aspect of
Moradin hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the
attack).

Divine Awareness: The Aspect of Moradin knows if it hears a lie.

Innate Spellcasting: The Aspect of Moradin's Spellcasting Ability is Charisma (spell save DC 20). The
Aspect of Moradin can innately cast the following Spells, requiring no material components:

At will: Detect Evil and Good, Invisibility (self only)

3/day each: Blade Barrier, Dispel Evil and Good, Flame Strike, Raise Dead

1/day each: Commune, Control Weather, Insect Plague

Magic Resistance: The Aspect of Moradin has advantage on Saving Throws against Spells and other
magical Effects.

Action
Healing Touch (4/Day): The Aspect of Moradin touches another creature. The target magically
regains 6d8 + 3 Hit Points and is freed from any curse, disease, poison, blindness, or deafness.

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