%% Last Updated: - [[2021-02-14]] %% The Lash of Shadows is a snakeskin whip that ends in five serpentine heads that shift and hiss when attuned. ![[LashOfShadows.png]] _Weapon (whip), artifact (requires attunement)_ This snakeskin whip is touched by the power of Zehir and ends in five animated serpent heads. #### Sentience The [Lash of Shadows](https://www.dndbeyond.com/magic-items/lash-of-shadows) is a sentient chaotic evil weapon with an Intelligence of 18, a Wisdom of 16, and a Charisma of 20. It has hearing and [darkvision](https://www.dndbeyond.com/compendium/rules/basic-rules/monsters#Darkvision) out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Draconic. #### Personality A mad [marilith](https://www.dndbeyond.com/monsters/marilith) named Sizlifeth lives within the [Lash of Shadows](https://www.dndbeyond.com/magic-items/lash-of-shadows). The weapon has a short temper and experiences only extreme emotions. It is most happy when dealing harm. #### Dormant The whip grants the following benefits in its dormant state: - You can speak, read, and write Abyssal and Draconic. - You gain a +1 bonus to attack and damage rolls made with this magic weapon. - You can attempt to poison any creature that is hit by the whip. The creature must succeed on a DC 13 Constitution saving throw or suffer the effect of one of the following poisons of your choice; once a poison other than Serpent Venom has been used, that poison can’t be used again until the next dawn: **Dead Eyes.** A creature that fails the saving throw against this poison is [poisoned](https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Poisoned) for 1 hour. While [poisoned](https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Poisoned) in this way, the creature is [blinded](https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Blinded). **Serpent Venom.** A creature that fails the saving throw against this poison takes 3d6 poison damage, or half as much damage on a successful save. ##### Minor Detrimental Property While attuned to the artifact, you are [blinded](https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Blinded) when you are more than 10 feet away from it. ##### Minor Beneficial Property Ask Boris to choose: - While attuned to the artifact, you gain a +1 bonus to Armor Class. - Learn the spell Fear. - Learn the spell Fly. ✅ #### Awakened When the whip reaches an awakened state, it gains the following properties: - The weapon’s bonus to attack and damage rolls increases to +2. - The saving throw DC for the weapon’s poisons increases to 15. - The weapon gains a new poison option called **Ghoul’s Blood**. A creature that fails the saving throw against this poison is [poisoned](https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Poisoned) for 1 minute. While [poisoned](https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Poisoned) in this way, the creature is [paralyzed](https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Paralyzed). The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. #### Exalted When the whip reaches an exalted state, it gains the following additional properties: - The weapon’s bonus to attack and damage rolls increases to +3. - The saving throw DC for the weapon’s poisons increases to 17. - The weapon gains a new poison option called **Cockatrice Tears**. A creature that fails the saving throw against this poison begins to turn to stone and is [restrained](https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Restrained). It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is [petrified](https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Petrified) for 24 hours.