Soul Edge Known by many as the "Cursed Sword," Soul Edge was once a normal blade. However, it was bathed in blood and hatred. This process led to the sword becoming sentient, gaining a will for destruction. The Cursed Sword While Soul Edge is sentient, the true danger of the sword is in its ability to control its wielder. Those that wield Soul Edge, and even those that are near it for too long, will be corrupted by the blade and find themselves serving the sword. Such servitude often is finding souls to feed to the Cursed Sword, which causes it to grow in power. Shapeshifting Manipulator The Soul Edge is often depicted as a greatsword or zweihander, but it is not locked into this form. It will often take a form that the bearer is most familiar with, such as a pair of daggers for a rogue. This is done so that the bearer will fall under the Cursed Sword's control more easily, and more easily capture souls for it. Malfestation and the Evil Seed The Evil Seed is an event and force that is caused when certain individuals begin to wield the Soul Edge. The only known instance of the Evil Seed is when Siegfried became Nightmare, the Azure Knight. When this happened, individuals around the world went mad, were mutated, or otherwise were corrupted. Some who were affected became Malfested, beings corrupted by the Cursed Sword. Malfested are not well-understood, as some will experience mutation, whil others will not. The Sword's Spirit, Inferno It is rumored that the Cursed Sword has not just a will, but a physical manifestation if it grows strong enough. This being is known as Inferno, and has mastered the fighting styles of each soul it has consumed. Inferno has a varying appearance, much like its Weapon self, ranging from pure fire to a collection of bones held loosely together by fire. The Night Terror When Soul Edge is made complete again, including the shards that were used to create the Spirit Sword, a terrible being is formed. This being is the Night Terror, a creature of unimaginable power who's only purpose is destruction. Forms of Soul Edge As the Soul Edge feeds on more souls, it grows in power. In the Larvae and Cocoon forms, the wielder of Soul Edge takes 1d10+3 damage at the beginning of each of its turns while in Combat. Soul Edge (Larvae) Weapon (Any Weapon), legendary (requires attunement) The Soul Edge is at its weakest in this form. The Soul Edge acts as a +1 weapon, and provides its wielder the following benefits: Devour Soul When a humanoid is dropped to 0 Hit Points within 30 feet of the wielder of the Soul Edge, its wielder can sacrifice the humanoid's soul to the Cursed Sword as a Reaction. Doing so progresses the Soul Edge, bringing it closer to a more powerful form. Shapeless Weapon After a Short or Long Rest, the wielder of Soul Edge can choose which weapon it takes, from the list of the wielder's Proficiencies. Soul Edge (Cocoon) Weapon (Any Weapon), legendary (requires attunement) The Soul Edge has grown more complete, with certain shards the sword once lost being reintroduced to the Cursed Sword. While in this form the Soul Edge acts as a +2 weapon, and provides its wielder the following benefits: Devour Soul When a humanoid is dropped to 0 Hit Points within 30 feet of the wielder of the Soul Edge, its wielder can sacrifice the humanoid's soul to the Cursed Sword as a Reaction. Doing so progresses the Soul Edge, bringing it closer to a more powerful form. Vampiric Blade Once per turn when the Soul Edge is used to deal damage, the wielder regenerates 1d6+2 health. Shapeless Weapon After a Short or Long Rest, the wielder of Soul Edge can choose which weapon it takes, from the list of the wielder's Proficiencies. Soul Edge (Complete) Weapon (Any Weapon), legendary (requires attunement) Devour Soul When a humanoid is dropped to 0 Hit Points within 30 feet of the wielder of the Soul Edge, its wielder can sacrifice the humanoid's soul to the Cursed Sword as a Reaction. Doing so progresses the Soul Edge, appeasing it but providing no obvious benefits. Vampiric Blade Once per turn when the Soul Edge is used to deal damage, the wielder regenerates 1d6+2 health. Cursed Sword's True Form Once per Long Rest, as an action, the wielder of the Complete Soul Edge can become an imitation of the Night Terror for one minute. While in this form, the wielder gains all of the Night Terror's actions, ability scores, skills, and proficiencies. However, if all hostile creatures are killed before this feature ends, the wielder must act according to the Cursed Sword's will for the remainder of the duration. Shapeless Weapon After a Short or Long Rest, the wielder of Soul Edge can choose which weapon it takes, from the list of the wielder's Proficiencies. 1

Soul Calibur Counterpart to the dreaded Soul Edge is the pure sword Soul Calibur. This weapon was forged from purified shards of the Cursed Sword. However, the Spirit Sword is far from perfect. Due to Algol's own lust for power, the sword has an all consuming thirst to destroy the Soul Edge. The Spirit Sword While the Soul Edge is a sword sought by the foolish, wielders of the Spirit Sword are chosen by Soul Calibur's will. Those that are chosen are either those that are pure and wish to destroy the Cursed Sword, or those that can be manipulated into following the sword's desire to hunt down Soul Edge. A Shapeless Weapon Much like the Cursed Sword, the Soul Calibur is able to reshape itself based on its wielder's preferred weapon. This is done to increase the wielder's comfort and effectiveness with the Spirit Sword. Elysium, Spirit of Soul Calibur Much like the Inferno that exists within Soul Edge, Elysuim is the sentience within Soul Calibur. Elysium can take any form that it desires, although often the form will be someone the wielder cared about. Despite this, Elysium is often referred to in the feminine, in order to further contrast it from Soul Edge. Unfortunately, little is understood as to when or why Elysium will reveal herself. Soul Embrace Rarely, Soul Calibur and Soul Edge will fuse into each other, creating what is known as the Soul Embrace. The only known Soul Embrace occurred when Siegfriend, the former Azure Knight, stabbed Soul Edge's eye with the Spirit Sword. In this state, the Cursed Sword is capable of corrupting even still, making this state less than desirable for Soul Calibur. Three Sacred Treasures The Soul Calibur is also known as the Krita-Yuga. It is one of three sacred treasurse of the world, along with the Kali-Yuga and the Dvapara-Yuga. The Kali-Yuga is a quarterstaff that is able to absorb energy, regardless of the alignment of the energy. The Dvapara-Yuga is a mirror that can purify evil energy, making it good. A weakened Soul Calibur can be awoken using the three sacred treasures and a one hour ritual that can be done during a short rest. Soul Calibur Stats Soul Calibur (Weakened) Weapon (Any Weapon), legendary (requires attunement) The Soul Calibur, without the provided power of the other sacred treasures. While in this form, this sword acts as a +1 sword and confers the following benefits: Turn Undead Upon taking damage from Soul Calibur, undead and malfested must make a DC 13 Wisdom save or become turned, as described in the Cleric class. Shapeless Weapon After a Short or Long Rest, the wielder of Soul Calibur can choose which weapon it takes, from the list of the wielder's Proficiencies. Soul Calibur (Awoken) Weapon (Any Weapon), legendary (requires attunement) The Soul Calibur, or Spirit Sword, is known for its great power against evil, and especially against Soul Edge and malfestation. This sword acts as a +3 sword and confers the following benefits: Turn Undead Upon taking damage from Soul Calibur, undead and maflested must make a DC 17 Wisdom save or become turned, as described in the Cleric class. Regenerating Vitality At the beginning of each of its turns, the wielder of the Soul Calibur regains 1d6+2 health. Sacred Guardian After a Long Rest, choose one type of damage from acid, poison, necrotic, bludgeoning, piercing, or slashing. You are resistant to this type of damage until the next Long Rest. Shapeless Weapon After a Short or Long Rest, the wielder of Soul Calibur can choose which weapon it takes, from the list of the wielder's Proficiencies. 2

Kali-Yuga and Dvapara-Yuga The two sacred treasures are powerful artifacts even of their own. Kali-Yuga Weapon (Quarterstaff), Legendary The Kali-Yuga requires a strong-willed wielder, or else they risk being overcome by the energy within the staff. It acts as a +2 weapon, and confers the following benefits: Absorb Energy This item has 1d4+2 charges. When a noticeable spell of 7th level or lower spell targets any friendly humanoid within 60 ft, including the wielder, you can use your reaction to negate the effect. If the spell has an area of effect, choose a single creature to protect. This spell is completely negated for that creature. Doing this reduces the number of charges in the staff by one, while also reducing the maximum number of charges in the staff by one. At dawn each day, the Kali-Yuga regains all expended charges, up to the maximum number of charges. Release Energy As an action when the Kali-Yuga is at 0 charges, all energy stored within the Kali-Yuga can be released as a spell attack: An assault on the mind is made against all creatures within 20-foot radius of the staff, including the wielder of it. Each creature that is targetted by this assault must make a DC 17 Wisdom saving throw, taking 8d6 psychic damage on a failed save, or half as much on a succesful one. Using this feature restores the Kali-Yuga's maximum number of charges to the original amount of maximum charges, but does not restore any expended charges. Kali-Yuga's Strange Charge System The way the Kali-Yuga's charges works can be a bit confusing, so here's a more mathematical example of what this looks like: Player rolls 5 charges on the Kali-Yuga. Player uses Absorb Energy on a Hold Person spell, using a charge. The Kali-Yuga now has 4 charges to use and 4 maximum charges. At dawn, the staff still has 4 maximum charges, so the staff restores no charges. Player uses all charges the next day, leaving the staff at 0 charges to use and 0 maximum charges. The player then uses Release Energy. The staff now has 0 charges to use but has 5 maximum charges again. That next dawn, the Kali-Yuga regains its charges, leaving it at 5 charges to use and 5 maximum charges. Dvapara-Yuga Wondrous item, Legendary Dvapara-Yuga appears as a normal mirror at first, with golden dragon motifs framing it. When its command word is spoken, the Dvapara-Yuga flashes a bright white light, causing various effects. All undead within 60 feet must make a DC 19 Wisdom save or become turned as described in the Cleric class. Additionally, all evil aligned creatures and humanoids must make a DC 15 Wisdom save or else take a -2 penalty to all rolls until their next long rest. Lastly, any conditions, curses, or diseases are removed from the world and creatures that the speaker of the command word chooses within that radius. Once this feature has been used, it cannot be used again until next dawn. 3

Soul Edge Enemies Malfested Commoner Medium humanoid, chaotic evil Armor Class 12

12 Hit Points 13 (3d8)

13 (3d8) Speed 30ft. STR DEX CON INT WIS CHA 13 (+1) 13 (+1) 9 (-1) 9 (-1) 8 (-1) 6 (-2) Saving Throws Str +2, Dex +2

Str +2, Dex +2 Skills Athletics +2

Athletics +2 Damage Vulnerabilities radiant

radiant Damage Resistances acid, necrotic

acid, necrotic Senses passive Perception 9

passive Perception 9 Languages Common

Common Challenge 1/8 (25 XP) Actions Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) slashing damage. Malfested Soldier Medium Humanoid (Malfested), Chaotic Evil Armor Class 14 (chain shirt)

14 (chain shirt) Hit Points 78(15d8 + 18)

78(15d8 + 18) Speed 30ft. STR DEX CON INT WIS CHA 15 (+2) 13 (+1) 12 (+1) 9 (-1) 8 (-1) 6 (-2) Saving Throws Str +4, Dex +3

Str +4, Dex +3 Skills Acrobatics +3, Athletics +4

Acrobatics +3, Athletics +4 Damage Vulnerabilities radiant

radiant Damaage Resistances acid, necrotic

acid, necrotic Senses passive Perception 9

passive Perception 9 Languages Common

Common Challenge 4 (1,100 XP) Actions Multiattack. The soldier makes 2 attacks with its longsword. Longsword. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 6 (1d8 + 2) slashing damage. Malfested Soldier's Weapons This stat block represents Malfested Soldiers as having Longswords, which is typical for them. However, they may bear any weapon described in the Player's Handbook at the DM's discretion. If a Malfested Soldier is bearing any weapon other than a Longsword, change the damage and range accordingly while leaving the bonus to hit the same. The Azure Knight Medium Monstrosity, Chaotic Evil Armor Class 18 (plate)

18 (plate) Hit Points 300(40d8 +120)

300(40d8 +120) Speed 30 ft., fly 50 ft. STR DEX CON INT WIS CHA 19 (+4) 15 (+2) 17 (+3) 11 (+0) 9 (-1) 5 (-3) Saving Throws Str +5, Dex +3

Str +5, Dex +3 Damage Vulnerabilities radiant

radiant Damage Resistances acid, fire, necrotic, poison

acid, fire, necrotic, poison Senses darkvision 120 ft., passive Perception 9

darkvision 120 ft., passive Perception 9 Languages Common

Common Challenge ___ Actions Multiattack. The Night Terror makes 2 melee attacks. Soul Edge (Greatsword). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or take an extra 4 (1d8) necrotic damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (1d6+5) piercing damage. 4

Night Terror Large Monstrosity, Chaotic Evil Armor Class 18 (plate)

18 (plate) Hit Points 360(40d10 + 160)

360(40d10 + 160) Speed 50 ft., fly 50 ft. STR DEX CON INT WIS CHA 21 (+5) 16 (+3) 19 (+4) 11 (0) 9 (-1) 5 (-3) Saving Throws Str +10, Dex +8

Str +10, Dex +8 Damage Immunities acid, necrotic

acid, necrotic Damage Resistances fire, poison; bludeoning, piercing, and slashing damage from nonmagical weapons.

fire, poison; bludeoning, piercing, and slashing damage from nonmagical weapons. Damage Vulnerabilities Radiant

Radiant Senses darkvision 120 ft., passive Perception 9

darkvision 120 ft., passive Perception 9 Languages Common

Common Challenge 17 (18000 XP) Soul Burst. Make a separate attack roll against all creatures within a 15 ft radius of Night Terror. Hit: 8 (1d8+3) necrotic damage. Actions Multiattack. The Night Terror makes 3 melee attacks. Alternatively, it can make one melee attack and perform one Soul Burst. Soul Edge (Greatsword). Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 12 (2d6+5) slashing damage. Target must make a DC 17 Constitution save, taking 24 (4d10) necrotic damage on a failed save and half as much on a successful one. Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 8 (1d6+5) piercing damage. Legendary Actions The Night Terror can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Night Terror regains spent legendary actions at the start of its turn. Swift Claw. Night Terror makes one attack with its Claws. Vampiric Blade (Costs 2 Actions). Night Terror makes one attack with Soul Edge (Greatsword). It restores health equal to half the damage done. Soul Sacrifice (Costs 2 Actions). Night Terror deals 11 (2d10) damage to itself. All attacks made until the end of its next turn cause this much addiional damage of the same type as the attack. 5